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| #include "StdInc.h"#include "mapHandler.h"#include "UIFramework/SDL_Extensions.h"#include "CGameInfo.h"#include "../lib/CDefObjInfoHandler.h"#include "../lib/CGameState.h"#include "../lib/CHeroHandler.h"#include "../lib/CTownHandler.h"#include "Graphics.h"#include "../lib/CObjectHandler.h"#include "../lib/map.h"#include "CDefHandler.h"#include "CConfigHandler.h"#include "../lib/CGeneralTextHandler.h"#include "../lib/GameConstants.h"#include "../lib/CStopWatch.h"/* * 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 * */const bool MARK_BLOCKED_POSITIONS = false;const bool MARK_VISITABLE_POSITIONS = false;extern SDL_Surface * screen;#define ADVOPT (conf.go()->ac)std::string nameFromType (int typ){	switch(static_cast<TerrainTile::EterrainType>(typ))	{		case TerrainTile::dirt:			return std::string("DIRTTL.DEF");		case TerrainTile::sand:			return std::string("SANDTL.DEF");		case TerrainTile::grass:			return std::string("GRASTL.DEF");		case TerrainTile::snow:			return std::string("SNOWTL.DEF");		case TerrainTile::swamp:			return std::string("SWMPTL.DEF");		case TerrainTile::rough:			return std::string("ROUGTL.DEF");		case TerrainTile::subterranean:			return std::string("SUBBTL.DEF");		case TerrainTile::lava:			return std::string("LAVATL.DEF");		case TerrainTile::water:			return std::string("WATRTL.DEF");		case TerrainTile::rock:			return std::string("ROCKTL.DEF");		case TerrainTile::border:		//TODO use me		break;		default:		//TODO do something here		break;	}	return std::string();}struct OCM_HLP{	bool operator ()(const std::pair<const CGObjectInstance*, SDL_Rect> & a, const std::pair<const CGObjectInstance*, SDL_Rect> & b)	{		return (*a.first)<(*b.first);	}} ocmptwo ;// void alphaTransformDef(CGDefInfo * defInfo)// {	// 	for(int yy=0; yy<defInfo->handler->ourImages.size(); ++yy)// 	{// 		CSDL_Ext::alphaTransform(defInfo->handler->ourImages[yy].bitmap);// 	}// }void CMapHandler::prepareFOWDefs(){	graphics->FoWfullHide = CDefHandler::giveDef("TSHRC.DEF");	graphics->FoWpartialHide = CDefHandler::giveDef("TSHRE.DEF");	//adding necessary rotations	static const int missRot [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27};	Cimage nw;	for(int g=0; g<ARRAY_COUNT(missRot); ++g)	{		nw = graphics->FoWpartialHide->ourImages[missRot[g]];		nw.bitmap = CSDL_Ext::rotate01(nw.bitmap);		graphics->FoWpartialHide->ourImages.push_back(nw);	}	//necessaary rotations added	//alpha - transformation	for(size_t i = 0; i < graphics->FoWpartialHide->ourImages.size(); ++i)	{		CSDL_Ext::alphaTransform(graphics->FoWpartialHide->ourImages[i].bitmap);	}	//initialization of type of full-hide image	hideBitmap.resize(sizes.x);	for (size_t i = 0; i < hideBitmap.size();i++)	{		hideBitmap[i].resize(sizes.y);	}	for (size_t i = 0; i < hideBitmap.size(); ++i)	{		for (int j = 0; j < sizes.y; ++j)		{			hideBitmap[i][j].resize(sizes.z);			for(int k = 0; k < sizes.z; ++k)			{				hideBitmap[i][j][k] = rand()%graphics->FoWfullHide->ourImages.size();			}		}	}}void CMapHandler::roadsRiverTerrainInit(){	//initializing road's and river's DefHandlers	roadDefs.push_back(CDefHandler::giveDefEss("dirtrd.def"));	roadDefs.push_back(CDefHandler::giveDefEss("gravrd.def"));	roadDefs.push_back(CDefHandler::giveDefEss("cobbrd.def"));	staticRiverDefs.push_back(CDefHandler::giveDefEss("clrrvr.def"));	staticRiverDefs.push_back(CDefHandler::giveDefEss("icyrvr.def"));	staticRiverDefs.push_back(CDefHandler::giveDefEss("mudrvr.def"));	staticRiverDefs.push_back(CDefHandler::giveDefEss("lavrvr.def"));	for(size_t g=0; g<staticRiverDefs.size(); ++g)	{		for(size_t h=0; h < staticRiverDefs[g]->ourImages.size(); ++h)		{			CSDL_Ext::alphaTransform(staticRiverDefs[g]->ourImages[h].bitmap);		}	}	for(size_t g=0; g<roadDefs.size(); ++g)	{		for(size_t h=0; h < roadDefs[g]->ourImages.size(); ++h)		{			CSDL_Ext::alphaTransform(roadDefs[g]->ourImages[h].bitmap);		}	}	// Create enough room for the whole map and its frame	ttiles.resize(sizes.x, frameW, frameW);	for (int i=0-frameW;i<ttiles.size()-frameW;i++)	{		ttiles[i].resize(sizes.y, frameH, frameH);	}	for (int i=0-frameW;i<ttiles.size()-frameW;i++)	{		for (int j=0-frameH;j<(int)sizes.y+frameH;j++)			ttiles[i][j].resize(sizes.z, 0, 0);	}/*	//FIXME: unused?	// prepare the map	for (int i=0; i<sizes.x; i++) //by width	{		for (int j=0; j<sizes.y;j++) //by height		{			for (int k=0; k<sizes.z; ++k) //by levels			{				TerrainTile2 &pom(ttiles[i][j][k]);			}		}	}*/}void CMapHandler::borderAndTerrainBitmapInit(){	CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");	bord->notFreeImgs =  true;	terrainGraphics.resize(10);	for (int i = 0; i < 10 ; i++)	{		CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));		terrainGraphics[i].resize(hlp->ourImages.size());		hlp->notFreeImgs = true;		for(size_t j=0; j < hlp->ourImages.size(); ++j)			terrainGraphics[i][j] = hlp->ourImages[j].bitmap;		delete hlp;	}	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 levles			{				if(i < 0 || i > (sizes.x-1) || j < 0  || j > (sizes.y-1))				{					int terBitmapNum = -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.y)						terBitmapNum = 22+rand()%2;					else if(i == -1 && j > -1 && j < sizes.y)						terBitmapNum = 33+rand()%2;					else if(j == sizes.y && i >-1 && i < sizes.x)						terBitmapNum = 29+rand()%2;					else if(i == sizes.x && j > -1 && j < sizes.y)						terBitmapNum = 25+rand()%2;					else						terBitmapNum = rand()%16;					if(terBitmapNum != -1)					{						ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;						continue;					}				}			}		}	}	delete bord;}void CMapHandler::initObjectRects(){	//initializing objects / rects	for(size_t f=0; f < map->objects.size(); ++f)	{		const CGObjectInstance *obj = map->objects[f];		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)			|| !obj->defInfo			|| !graphics->getDef(obj)) //no graphic...		{			continue;		}		const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;		for(int fx=0; fx<bitmap->w>>5; ++fx) //bitmap->w/32		{			for(int fy=0; fy<bitmap->h>>5; ++fy) //bitmap->h/32			{				SDL_Rect cr;				cr.w = 32;				cr.h = 32;				cr.x = fx<<5; //fx*32				cr.y = fy<<5; //fy*32				std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj,cr);								if(    (obj->pos.x + fx - bitmap->w/32+1)  >=  0 					&& (obj->pos.x + fx - bitmap->w/32+1)  <  ttiles.size() - frameW 					&& (obj->pos.y + fy - bitmap->h/32+1)  >=  0 					&& (obj->pos.y + fy - bitmap->h/32+1)  <  ttiles[0].size() - frameH				  )				{					//TerrainTile2 & curt =					//	ttiles					//	[obj->pos.x + fx - bitmap->w/32]					//[obj->pos.y + fy - bitmap->h/32]					//[obj->pos.z];					ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects.push_back(toAdd);				}			} // for(int fy=0; fy<bitmap->h/32; ++fy)		} //for(int fx=0; fx<bitmap->w/32; ++fx)	} // for(int f=0; f<map->objects.size(); ++f)	for(int ix=0; ix<ttiles.size()-frameW; ++ix)	{		for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)		{			for(int iz=0; iz<ttiles[0][0].size(); ++iz)			{				stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), ocmptwo);			}		}	}}static void processDef (const CGDefInfo* def){	if(def->id == Obj::EVENT)	{        graphics->advmapobjGraphics[def->id][def->subid][def->name] = NULL;		return;	}    CDefEssential * ourDef = graphics->getDef(def);	if(!ourDef) //if object has already set handler (eg. heroes) it should not be overwritten 	{		if(def->name.size())		{			if(vstd::contains(graphics->mapObjectDefs, def->name))			{                graphics->advmapobjGraphics[def->id][def->subid][def->name] = graphics->mapObjectDefs[def->name];			}			else			{                graphics->mapObjectDefs[def->name] = graphics->advmapobjGraphics[def->id][def->subid][def->name] = CDefHandler::giveDefEss(def->name);			}		}		else		{			tlog2 << "No def name for " << def->id << "  " << def->subid << std::endl;			return;		}        ourDef = graphics->getDef(def);        	}	//alpha transformation	for(size_t yy=0; yy < ourDef->ourImages.size(); ++yy)	{		CSDL_Ext::alphaTransform(ourDef->ourImages[yy].bitmap);	}}void CMapHandler::initHeroDef(const CGHeroInstance * h){    graphics->advmapobjGraphics[h->defInfo->id][h->defInfo->subid][h->defInfo->name] = graphics->flags1[0];}void CMapHandler::init(){	CStopWatch th;	th.getDiff();    graphics->advmapobjGraphics[8][0]["AB01_.DEF"] = graphics->boatAnims[0];    graphics->advmapobjGraphics[8][1]["AB02_.DEF"] = graphics->boatAnims[1];    graphics->advmapobjGraphics[8][2]["AB03_.DEF"] = graphics->boatAnims[2];	// 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->twoLevel+1;	// 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;	for(int i=0;i<map->heroes.size();i++)	{		if( !graphics->getDef(map->heroes[i]) )		{			initHeroDef(map->heroes[i]);		}	}	std::for_each(map->defy.begin(),map->defy.end(),processDef); //load h3m defs	tlog0<<"\tUnpacking and handling defs: "<<th.getDiff()<<std::endl;	//it seems to be completely unnecessary and useless// 	for(int i=0;i<PLAYER_LIMIT;i++)// 	{// 		for(size_t j=0; j < map->players[i].heroesNames.size(); ++j)// 		{// 			usedHeroes.insert(map->players[i].heroesNames[j].heroID);// 		}// 	}// 	tlog0<<"\tChecking used heroes: "<<th.getDif()<<std::endl;	prepareFOWDefs();	roadsRiverTerrainInit();	//road's and river's DefHandlers; and simple values initialization	borderAndTerrainBitmapInit();	tlog0<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff()<<std::endl;	initObjectRects();	tlog0<<"\tMaking object rects: "<<th.getDiff()<<std::endl;}// Update map window screen// top_tile top left tile to draw. Not necessarily visible.// extRect, extRect = map window on screen// moveX, moveY: when a hero is in movement indicates how to shift the map. Range is -31 to + 31.void CMapHandler::terrainRect( int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel ) const{	// Width and height of the portion of the map to process. Units in tiles.	ui32 dx = tilesW;	ui32 dy = tilesH;	// Basic rectangle for a tile. Should be a const but conflicts with SDL headers	SDL_Rect rtile = { 0, 0, 32, 32 };										// Absolute coords of the first pixel in the top left corner	int srx_init = offsetX + extRect->x;	int sry_init = offsetY + extRect->y;	int srx, sry;	// absolute screen coordinates in pixels	// If moving, we need to add an extra column/line	if (moveX != 0) 	{		dx++;		srx_init += moveX;		if (moveX > 0) 		{			// Moving right. We still need to draw the old tile on the			// left, so adjust our referential			top_tile.x --;			srx_init -= 32;		}	}	if (moveY != 0) 	{		dy++;		sry_init += moveY;		if (moveY > 0) 		{			// Moving down. We still need to draw the tile on the top,			// so adjust our referential.			top_tile.y --;			sry_init -= 32;		}	}	// Reduce sizes if we go out of the full map.	if (top_tile.x < -frameW)		top_tile.x = -frameW;	if (top_tile.y < -frameH)		top_tile.y = -frameH;	if (top_tile.x + dx > sizes.x + frameW)		dx = sizes.x + frameW - top_tile.x;	if (top_tile.y + dy > sizes.y + frameH)		dy = sizes.y + frameH - top_tile.y;		if(!otherHeroAnim)		heroAnim = anim; //the same, as it should be	SDL_Rect prevClip;	SDL_GetClipRect(extSurf, &prevClip);	SDL_SetClipRect(extSurf, extRect); //preventing blitting outside of that rect	const BlitterWithRotationVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);	const BlitterWithRotationVal blitterWithRotationAndAlpha = CSDL_Ext::getBlitterWithRotationAndAlpha(extSurf);	//const BlitterWithRotationAndAlphaVal blitterWithRotation = CSDL_Ext::getBlitterWithRotation(extSurf);	// printing terrain	srx = srx_init;	for (int bx = 0; bx < dx; bx++, srx+=32)	{		// Skip column if not in map		if (top_tile.x+bx < 0 || top_tile.x+bx >= sizes.x)			continue;		sry = sry_init;		for (int by=0; by < dy; by++, sry+=32)		{			int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position			// Skip tile if not in map			if (pos.y < 0 || pos.y >= sizes.y)				continue;			const TerrainTile2 & tile = ttiles[pos.x][pos.y][pos.z];			const TerrainTile &tinfo = map->terrain[pos.x][pos.y][pos.z];			SDL_Rect sr;			sr.x=srx;			sr.y=sry;			sr.h=sr.w=32;			//blit terrain with river/road			if(tile.terbitmap)			{ //if custom terrain graphic - use it				SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);				CSDL_Ext::blitSurface(tile.terbitmap, &temp_rect, extSurf, &sr);			}			else //use default terrain graphic			{				blitterWithRotation(terrainGraphics[tinfo.tertype][tinfo.terview],rtile, extSurf, sr, tinfo.siodmyTajemniczyBajt%4);			}			if(tinfo.nuine) //print river if present			{				blitterWithRotationAndAlpha(staticRiverDefs[tinfo.nuine-1]->ourImages[tinfo.rivDir].bitmap,rtile, extSurf, sr, (tinfo.siodmyTajemniczyBajt>>2)%4);			}			//Roads are shifted by 16 pixels to bottom. We have to draw both parts separately			if (pos.y > 0 && map->terrain[pos.x][pos.y-1][pos.z].malle)			{ //part from top tile				const TerrainTile &topTile = map->terrain[pos.x][pos.y-1][pos.z];				Rect source(0, 16, 32, 16);				Rect dest(sr.x, sr.y, sr.w, sr.h/2);				blitterWithRotationAndAlpha(roadDefs[topTile.malle-1]->ourImages[topTile.roadDir].bitmap, source, extSurf, dest, (topTile.siodmyTajemniczyBajt>>4)%4);			}			if(tinfo.malle) //print road from this tile			{				Rect source(0, 0, 32, 32);				Rect dest(sr.x, sr.y+16, sr.w, sr.h/2);				blitterWithRotationAndAlpha(roadDefs[tinfo.malle-1]->ourImages[tinfo.roadDir].bitmap, source, extSurf, dest, (tinfo.siodmyTajemniczyBajt>>4)%4);			}			//blit objects			const std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > &objects = tile.objects;			for(int h=0; h < objects.size(); ++h)			{				const CGObjectInstance *obj = objects[h].first;				if (!graphics->getDef(obj))					processDef(obj->defInfo);				ui8 color = obj->tempOwner;				//checking if object has non-empty graphic on this tile				if(obj->ID != Obj::HERO && !obj->coveringAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y))					continue;				static const int notBlittedInPuzzleMode[] = {124};				//don't print flaggable objects in puzzle mode				if(puzzleMode && (obj->isVisitable() || std::find(notBlittedInPuzzleMode, notBlittedInPuzzleMode+1, obj->ID) != notBlittedInPuzzleMode+1)) //?					continue; 				SDL_Rect sr2(sr); 				SDL_Rect pp = objects[h].second;				pp.h = sr.h;				pp.w = sr.w;				const CGHeroInstance * themp = (obj->ID != Obj::HERO  					? NULL  					: static_cast<const CGHeroInstance*>(obj));				//print hero / boat and flag				if((themp && themp->moveDir && themp->type) || (obj->ID == 8)) //it's hero or boat				{					const int IMGVAL = 8; //frames per group of movement animation					ui8 dir;					std::vector<Cimage> * iv = NULL;					std::vector<CDefEssential *> Graphics::*flg = NULL;					SDL_Surface * tb = nullptr; //surface to blitted					if(themp) //hero					{						dir = themp->moveDir;						//pick graphics of hero (or boat if hero is sailing)						iv = (themp->boat) 							? &graphics->boatAnims[themp->boat->subID]->ourImages							: &graphics->heroAnims[themp->type->heroType]->ourImages;						//pick appropriate flag set						if(themp->boat)						{							switch (themp->boat->subID)							{							case 0: flg = &Graphics::flags1; break;							case 1: flg = &Graphics::flags2; break;							case 2: flg = &Graphics::flags3; break;							default: tlog1 << "Not supported boat subtype: " << themp->boat->subID << std::endl;							}						}						else						{							flg = &Graphics::flags4;						}					}					else //boat					{						const CGBoat *boat = static_cast<const CGBoat*>(obj);						dir = boat->direction;						iv = &graphics->boatAnims[boat->subID]->ourImages;					}					if(themp && !themp->isStanding) //hero is moving					{						size_t gg;						for(gg=0; gg<iv->size(); ++gg)						{							if((*iv)[gg].groupNumber==getHeroFrameNum(dir, true))							{								tb = (*iv)[gg+heroAnim%IMGVAL].bitmap;								break;							}						}						CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);						//printing flag						pp.y+=IMGVAL*2-32;						sr2.y-=16;						CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[gg+heroAnim%IMGVAL+35].bitmap, &pp, extSurf, &sr2);					}					else //hero / boat stands still					{						size_t gg;						for(gg=0; gg < iv->size(); ++gg)						{							if((*iv)[gg].groupNumber==getHeroFrameNum(dir, false))							{								tb = (*iv)[gg].bitmap;								break;							}						}						CSDL_Ext::blit8bppAlphaTo24bpp(tb,&pp,extSurf,&sr2);						//printing flag						if(flg  							&&  obj->pos.x == top_tile.x + bx  							&&  obj->pos.y == top_tile.y + by)						{							SDL_Rect bufr = sr2;							bufr.x-=2*32;							bufr.y-=1*32;							bufr.h = 64;							bufr.w = 96;							if(bufr.x-extRect->x>-64)								CSDL_Ext::blitSurface((graphics->*flg)[color]->ourImages[getHeroFrameNum(dir, false) *8+(heroAnim/4)%IMGVAL].bitmap, NULL, extSurf, &bufr);						}					}				}				else //blit normal object				{					const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;					SDL_Surface *bitmap = ourImages[(anim+obj->animPhaseShift)%ourImages.size()].bitmap;					//setting appropriate flag color					if(color < 8 || color==255)						CSDL_Ext::setPlayerColor(bitmap, color);					if( obj->hasShadowAt(top_tile.x + bx - obj->pos.x, top_tile.y + by - obj->pos.y) )						CSDL_Ext::blit8bppAlphaTo24bpp(bitmap,&pp,extSurf,&sr2);					else						CSDL_Ext::blitSurface(bitmap,&pp,extSurf,&sr2);				}			}			//objects blitted			//X sign			if(puzzleMode)			{				if(bx == grailPosRel.x && by == grailPosRel.y)				{					CSDL_Ext::blit8bppAlphaTo24bpp(graphics->heroMoveArrows->ourImages[0].bitmap, NULL, extSurf, &sr);				}			}		}	}	// terrain printed	// printing borders	srx = srx_init;	for (int bx = 0; bx < dx; bx++, srx+=32)	{		sry = sry_init;		for (int by = 0; by<dy; by++, sry+=32)		{			int3 pos(top_tile.x+bx, top_tile.y+by, top_tile.z); //blitted tile position			SDL_Rect sr;			sr.x=srx;			sr.y=sry;			sr.h=sr.w=32;			if (pos.x < 0 || pos.x >= sizes.x ||				pos.y < 0 || pos.y >= sizes.y)			{				SDL_Rect temp_rect = genRect(sr.h, sr.w, 0, 0);				CSDL_Ext::blitSurface(ttiles[pos.x][pos.y][top_tile.z].terbitmap,								&temp_rect,extSurf,&sr);			}			else 			{				//blitting Fog of War				if (!puzzleMode)				{					if (pos.x >= 0 &&						pos.y >= 0 &&						pos.x < sizes.x &&						pos.y < sizes.y &&						!(*visibilityMap)[pos.x][pos.y][top_tile.z])					{						std::pair<SDL_Surface *, bool> hide = getVisBitmap(pos, *visibilityMap);						if(hide.second)							CSDL_Ext::blit8bppAlphaTo24bpp(hide.first, &rtile, extSurf, &sr);						else							CSDL_Ext::blitSurface(hide.first, &rtile, extSurf, &sr);					}				}								//FoW blitted				// TODO: these should be activable by the console#ifdef MARK_BLOCKED_POSITIONS				if(map->terrain[pos.x][pos.y][top_tile.z].blocked) //temporary hiding blocked positions				{					SDL_Rect sr;					sr.x=srx;					sr.y=sry;					sr.h=sr.w=32;					memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);					CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);				}#endif#ifdef MARK_VISITABLE_POSITIONS				if(map->terrain[pos.x][pos.y][top_tile.z].visitable) //temporary hiding visitable positions				{					SDL_Rect sr;					sr.x=srx;					sr.y=sry;					sr.h=sr.w=32;					memset(rSurf->pixels, 128, rSurf->pitch * rSurf->h);					CSDL_Ext::blitSurface(rSurf,&genRect(sr.h, sr.w, 0, 0),extSurf,&sr);				}#endif			}		}	}	// borders printed	// print grid	if (settings["session"]["showGrid"].Bool())	{		srx = srx_init;		for (int bx = 0; bx < dx; bx++, srx+=32)		{			sry = sry_init;			for (int by = 0; by<dy; by++, sry+=32)			{				SDL_Rect sr;				sr.x=srx;				sr.y=sry;				sr.h=sr.w=32;				const int3 color(0x555555, 0x555555, 0x555555);				if (sr.y >= extRect->y &&					sr.y < extRect->y+extRect->h)					for(int i=0;i<sr.w;i++)						if (sr.x+i >= extRect->x &&							sr.x+i < extRect->x+extRect->w)							CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x+i,sr.y,color.x,color.y,color.z);				if (sr.x >= extRect->x &&					sr.x < extRect->x+extRect->w)					for(int i=0; i<sr.h;i++)						if (sr.y+i >= extRect->y &&							sr.y+i < extRect->y+extRect->h)							CSDL_Ext::SDL_PutPixelWithoutRefresh(extSurf,sr.x,sr.y+i,color.x,color.y,color.z);			}		}	}	// grid	//applying sepia / gray effect	if(puzzleMode)	{		CSDL_Ext::applyEffect(extSurf, extRect, static_cast<int>(!ADVOPT.puzzleSepia));	}	//sepia / gray effect applied	SDL_SetClipRect(extSurf, &prevClip); //restoring clip_rect}std::pair<SDL_Surface *, bool> CMapHandler::getVisBitmap( const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap ) 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	};	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;		return visibilityMap[dx+pos.x][dy+pos.y][pos.z];	};	//is tile visible. arrangement: (like num keyboard)	bool d7 = getTile(-1, -1), //789		 d8 = getTile( 0, -1), //456		 d9 = getTile(+1, -1), //123		 d4 = getTile(-1, 0),		 d6 = getTile(+1, 0),		 d1 = getTile(-1, +1),		 d2 = getTile( 0, +1),		 d3 = getTile(+1, +1);	int retBitmapID = visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide	if (retBitmapID < 0)	{		retBitmapID = - hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden	}		if (retBitmapID >= 0)	{		return std::make_pair(graphics->FoWpartialHide->ourImages[retBitmapID].bitmap, true);	}	else	{		return std::make_pair(graphics->FoWfullHide->ourImages[-retBitmapID - 1].bitmap, false);	}}bool CMapHandler::printObject(const CGObjectInstance *obj){    if (!graphics->getDef(obj))		processDef(obj->defInfo);	const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap; 	const int tilesW = bitmap->w/32;	const int tilesH = bitmap->h/32;	for(int fx=0; fx<tilesW; ++fx)	{		for(int fy=0; fy<tilesH; ++fy)		{			SDL_Rect cr;			cr.w = 32;			cr.h = 32;			cr.x = fx*32;			cr.y = fy*32;			std::pair<const CGObjectInstance*,SDL_Rect> toAdd = std::make_pair(obj, cr);			if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)			{				TerrainTile2 & curt = ttiles[obj->pos.x + fx - tilesW+1][obj->pos.y + fy - tilesH+1][obj->pos.z];				std::vector< std::pair<const CGObjectInstance*,SDL_Rect> >::iterator i = curt.objects.begin();				for(; i != curt.objects.end(); i++)				{					OCM_HLP cmp;					if(cmp(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);			}		} // for(int fy=0; fy<tilesH; ++fy)	} //for(int fx=0; fx<tilesW; ++fx)	return true;}bool CMapHandler::hideObject(const CGObjectInstance *obj){	CDefEssential * curd = graphics->getDef(obj);	if(!curd) return false;	const SDL_Surface *bitmap = curd->ourImages[0].bitmap;	for(int fx=0; fx<bitmap->w/32; ++fx)	{		for(int fy=0; fy<bitmap->h/32; ++fy)		{			if((obj->pos.x + fx - bitmap->w/32+1)>=0 && (obj->pos.x + fx - bitmap->w/32+1)<ttiles.size()-frameW && (obj->pos.y + fy - bitmap->h/32+1)>=0 && (obj->pos.y + fy - bitmap->h/32+1)<ttiles[0].size()-frameH)			{				std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > & ctile = ttiles[obj->pos.x + fx - bitmap->w/32+1][obj->pos.y + fy - bitmap->h/32+1][obj->pos.z].objects;				for(size_t dd=0; dd < ctile.size(); ++dd)				{					if(ctile[dd].first->id==obj->id)						ctile.erase(ctile.begin() + dd);				}			}		} // for(int fy=0; fy<bitmap->h/32; ++fy)	} //for(int fx=0; fx<bitmap->w/32; ++fx)	return true;}bool CMapHandler::removeObject(CGObjectInstance *obj){	hideObject(obj);	return true;}ui8 CMapHandler::getHeroFrameNum(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];	}}void CMapHandler::validateRectTerr(SDL_Rect * val, const SDL_Rect * ext){	if(ext)	{		if(val->x<0)		{			val->w += val->x;			val->x = ext->x;		}		else		{			val->x += ext->x;		}		if(val->y<0)		{			val->h += val->y;			val->y = ext->y;		}		else		{			val->y += ext->y;		}		if(val->x+val->w > ext->x+ext->w)		{			val->w = ext->x+ext->w-val->x;		}		if(val->y+val->h > ext->y+ext->h)		{			val->h = ext->y+ext->h-val->y;		}		//for sign problems		if(val->h > 20000 || val->w > 20000)		{			val->h = val->w = 0;		}	}}ui8 CMapHandler::getDir(const int3 &a, const int3 &b){	if(a.z!=b.z)		return -1; //error!	if(a.x==b.x+1 && a.y==b.y+1) //lt		return 0;	else if(a.x==b.x && a.y==b.y+1) //t		return 1;	else if(a.x==b.x-1 && a.y==b.y+1) //rt		return 2;	else if(a.x==b.x-1 && a.y==b.y) //r		return 3;	else if(a.x==b.x-1 && a.y==b.y-1) //rb		return 4;	else if(a.x==b.x && a.y==b.y-1) //b		return 5;	else if(a.x==b.x+1 && a.y==b.y-1) //lb		return 6;	else if(a.x==b.x+1 && a.y==b.y) //l		return 7;	return -2; //shouldn't happen}void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette{	//works with at most 16 colors, if needed more -> increase values	assert(howMany < 16);	SDL_Color palette[16];	for(int i=0; i<howMany; ++i)	{		palette[(i+1)%howMany] =img->format->palette->colors[from + i];	}	SDL_SetColors(img,palette,from,howMany);}void CMapHandler::updateWater() //shift colors in palettes of water tiles{	for(size_t j=0; j < terrainGraphics[7].size(); ++j)	{		shiftColors(terrainGraphics[7][j],246, 9); 	}	for(size_t j=0; j < terrainGraphics[8].size(); ++j)	{		shiftColors(terrainGraphics[8][j],229, 12); 		shiftColors(terrainGraphics[8][j],242, 14); 	}	for(size_t j=0; j < staticRiverDefs[0]->ourImages.size(); ++j)	{		shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,183, 12); 		shiftColors(staticRiverDefs[0]->ourImages[j].bitmap,195, 6); 	}	for(size_t j=0; j < staticRiverDefs[2]->ourImages.size(); ++j)	{		shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,228, 12); 		shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,183, 6); 		shiftColors(staticRiverDefs[2]->ourImages[j].bitmap,240, 6); 	}	for(size_t j=0; j < staticRiverDefs[3]->ourImages.size(); ++j)	{		shiftColors(staticRiverDefs[3]->ourImages[j].bitmap,240, 9); 	}}CMapHandler::~CMapHandler(){	delete graphics->FoWfullHide;	delete graphics->FoWpartialHide;	for(int i=0; i < roadDefs.size(); i++)		delete roadDefs[i];	for(int i=0; i < staticRiverDefs.size(); i++)		delete staticRiverDefs[i];	for(int i=0; i < terrainGraphics.size(); ++i)	{		for(int j=0; j < terrainGraphics[i].size(); ++j)			SDL_FreeSurface(terrainGraphics[i][j]);	}	terrainGraphics.clear();}CMapHandler::CMapHandler(){	frameW = frameH = 0;	graphics->FoWfullHide = NULL;	graphics->FoWpartialHide = NULL;}void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName ){	out.clear();	TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];	const TerrainTile &t = map->terrain[pos.x][pos.y][pos.z];	for(std::vector < std::pair<const CGObjectInstance*,SDL_Rect> >::const_iterator i = tt.objects.begin(); i != tt.objects.end(); i++)	{		if(i->first->ID == Obj::HOLE) //Hole		{			out = i->first->hoverName;			return;		}	}	if(t.hasFavourableWinds())		out = CGI->generaltexth->names[Obj::FAVORABLE_WINDS];	else if(terName)		out = CGI->generaltexth->terrainNames[t.tertype];}TerrainTile2::TerrainTile2() :terbitmap(0){}
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