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| #include "stdafx.h"#include "SDL_Extensions.h"#include "SDL_TTF.h"#include "CGameInfo.h"#include <iostream>#include <utility>#include <algorithm>#include "CMessage.h"#include <boost/algorithm/string.hpp>#include "hch\CDefHandler.h"SDL_Surface * CSDL_Ext::newSurface(int w, int h, SDL_Surface * mod) //creates new surface, with flags/format same as in surface given{	return SDL_CreateRGBSurface(mod->flags,w,h,mod->format->BitsPerPixel,mod->format->Rmask,mod->format->Gmask,mod->format->Bmask,mod->format->Amask);}SDL_Surface * CSDL_Ext::copySurface(SDL_Surface * mod) //returns copy of given surface{	return SDL_DisplayFormat(mod);}bool isItIn(const SDL_Rect * rect, int x, int y){	if ((x>rect->x && x<rect->x+rect->w) && (y>rect->y && y<rect->y+rect->h))		return true;	else return false;}inline SDL_Rect genRect(int hh, int ww, int xx, int yy){	SDL_Rect ret;	ret.h=hh;	ret.w=ww;	ret.x=xx;	ret.y=yy;	return ret;}void blitAtWR(SDL_Surface * src, int x, int y, SDL_Surface * dst){	SDL_Rect pom = genRect(src->h,src->w,x,y);	SDL_BlitSurface(src,NULL,dst,&pom);	SDL_UpdateRect(dst,x,y,src->w,src->h);}void blitAt(SDL_Surface * src, int x, int y, SDL_Surface * dst){	SDL_Rect pom = genRect(src->h,src->w,x,y);	SDL_BlitSurface(src,NULL,dst,&pom);}void blitAtWR(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst){	blitAtWR(src,pos.x,pos.y,dst);}void blitAt(SDL_Surface * src, SDL_Rect pos, SDL_Surface * dst){	blitAt(src,pos.x,pos.y,dst);}SDL_Color genRGB(int r, int g, int b, int a=0){	SDL_Color ret;	ret.b=b;	ret.g=g;	ret.r=r;	ret.unused=a;	return ret;}void updateRect (SDL_Rect * rect, SDL_Surface * scr){	SDL_UpdateRect(scr,rect->x,rect->y,rect->w,rect->h);}void CSDL_Ext::printAtMiddleWB(std::string text, int x, int y, TTF_Font * font, int charpr, SDL_Color kolor, SDL_Surface * dst){	std::vector<std::string> * ws = CMessage::breakText(text,charpr);	std::vector<SDL_Surface*> wesu;	wesu.resize(ws->size());	for (int i=0;i<wesu.size();i++)		wesu[i]=TTF_RenderText_Blended(font,(*ws)[i].c_str(),kolor);	int tox=0, toy=0;	for (int i=0;i<wesu.size();i++)	{		toy+=wesu[i]->h;		if (tox < wesu[i]->w)			tox=wesu[i]->w;	}	int evx, evy = y - (toy/2);	for (int i=0;i<wesu.size();i++)	{		evx = (x - (tox/2)) + ((tox-wesu[i]->w)/2);		blitAt(wesu[i],evx,evy,dst);		evy+=wesu[i]->h;	}	for (int i=0;i<wesu.size();i++)		SDL_FreeSurface(wesu[i]);	delete ws;}void CSDL_Ext::printAtMiddle(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality){	if(text.length()==0) return;	SDL_Surface * temp;	switch (quality)	{	case 0:		temp = TTF_RenderText_Solid(font,text.c_str(),kolor);		break;	case 1:		SDL_Color tem;		tem.b = 0xff-kolor.b;		tem.g = 0xff-kolor.g;		tem.r = 0xff-kolor.r;		tem.unused = 0xff-kolor.unused;		temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);		break;	case 2:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	default:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	}	SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-(temp->w/2),y-(temp->h/2)));	SDL_UpdateRect(dst,x-(temp->w/2),y-(temp->h/2),temp->w,temp->h);	SDL_FreeSurface(temp);}void CSDL_Ext::printAt(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality){	if (text.length()==0)		return;	SDL_Surface * temp;	switch (quality)	{	case 0:		temp = TTF_RenderText_Solid(font,text.c_str(),kolor);		break;	case 1:		SDL_Color tem;		tem.b = 0xff-kolor.b;		tem.g = 0xff-kolor.g;		tem.r = 0xff-kolor.r;		tem.unused = 0xff-kolor.unused;		temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);		break;	case 2:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	default:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	}	SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x,y));	SDL_UpdateRect(dst,x,y,temp->w,temp->h);	SDL_FreeSurface(temp);}void CSDL_Ext::printTo(std::string text, int x, int y, TTF_Font * font, SDL_Color kolor, SDL_Surface * dst, unsigned char quality){	if (text.length()==0)		return;	SDL_Surface * temp;	switch (quality)	{	case 0:		temp = TTF_RenderText_Solid(font,text.c_str(),kolor);		break;	case 1:		SDL_Color tem;		tem.b = 0xff-kolor.b;		tem.g = 0xff-kolor.g;		tem.r = 0xff-kolor.r;		tem.unused = 0xff-kolor.unused;		temp = TTF_RenderText_Shaded(font,text.c_str(),kolor,tem);		break;	case 2:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	default:		temp = TTF_RenderText_Blended(font,text.c_str(),kolor);		break;	}	SDL_BlitSurface(temp,NULL,dst,&genRect(temp->h,temp->w,x-temp->w,y-temp->h));	SDL_UpdateRect(dst,x-temp->w,y-temp->h,temp->w,temp->h);	SDL_FreeSurface(temp);}void CSDL_Ext::SDL_PutPixel(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A){	Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)	p[0] = R;	p[1] = G;	p[2] = B;#else	p[0] = B;	p[1] = G;	p[2] = R;	if(ekran->format->BytesPerPixel==4)		p[3] = A;#endif	SDL_UpdateRect(ekran, x, y, 1, 1);}void CSDL_Ext::SDL_PutPixelWithoutRefresh(SDL_Surface *ekran, int x, int y, Uint8 R, Uint8 G, Uint8 B, int myC, Uint8 A){     Uint8 *p = (Uint8 *)ekran->pixels + y * ekran->pitch + x * ekran->format->BytesPerPixel-myC;#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)	p[0] = B;	p[1] = G;	p[2] = R;#else	p[0] = R;	p[1] = G;	p[2] = B;	if(ekran->format->BytesPerPixel==4)		p[3] = A;#endif}///**************////Reverses the toRot surface by the vertical axis///**************/SDL_Surface * CSDL_Ext::rotate01(SDL_Surface * toRot, int myC){	SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);	//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);	if(toRot->format->BytesPerPixel!=1)	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				{					Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)						CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2], myC);#else						CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0], myC);#endif				}			}		}	}	else	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				{					Uint8 *p = (Uint8 *)toRot->pixels + j * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;					(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;				}			}		}	}	return ret;}SDL_Surface * CSDL_Ext::hFlip(SDL_Surface * toRot){	SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);	//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);	if(ret->format->BytesPerPixel!=1)	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				{					Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;					//int k=2;#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)						CSDL_Ext::SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);#else						CSDL_Ext::SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);#endif				}			}		}	}	else	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				{					Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j -1) * toRot->pitch + i * toRot->format->BytesPerPixel;					(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;				}			}		}	}	return ret;};///**************////Rotates toRot surface by 90 degrees left///**************/SDL_Surface * CSDL_Ext::rotate02(SDL_Surface * toRot){	SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);	//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);	for(int i=0; i<ret->w; ++i)	{		for(int j=0; j<ret->h; ++j)		{			{				Uint8 *p = (Uint8 *)toRot->pixels + i * toRot->pitch + j * toRot->format->BytesPerPixel;#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)					SDL_PutPixel(ret, i, j, p[0], p[1], p[2]);#else					SDL_PutPixel(ret, i, j, p[2], p[1], p[0]);#endif			}		}	}	return ret;}///*************////Rotates toRot surface by 180 degrees///*************/SDL_Surface * CSDL_Ext::rotate03(SDL_Surface * toRot){	SDL_Surface * ret = SDL_ConvertSurface(toRot, toRot->format, toRot->flags);	//SDL_SetColorKey(ret, SDL_SRCCOLORKEY, toRot->format->colorkey);	if(ret->format->BytesPerPixel!=1)	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				{					Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel+2;#if(SDL_BYTEORDER == SDL_BIG_ENDIAN)						SDL_PutPixel(ret, i, j, p[0], p[1], p[2], 2);#else						SDL_PutPixel(ret, i, j, p[2], p[1], p[0], 2);#endif				}			}		}	}	else	{		for(int i=0; i<ret->w; ++i)		{			for(int j=0; j<ret->h; ++j)			{				Uint8 *p = (Uint8 *)toRot->pixels + (ret->h - j - 1) * toRot->pitch + (ret->w - i - 1) * toRot->format->BytesPerPixel;				(*((Uint8*)ret->pixels + j*ret->pitch + i*ret->format->BytesPerPixel)) = *p;			}		}	}	return ret;} //converts surface to cursorSDL_Cursor * CSDL_Ext::SurfaceToCursor(SDL_Surface *image, int hx, int hy){	int             w, x, y;	Uint8           *data, *mask, *d, *m, r, g, b;	Uint32          color;	SDL_Cursor      *cursor;	w = (image->w + 7) / 8;	data = (Uint8 *)alloca(w * image->h * 2);	if (data == NULL)		return NULL;	memset(data, 0, w * image->h * 2);	mask = data + w * image->h;	if (SDL_MUSTLOCK(image))		SDL_LockSurface(image);	for (y = 0; y < image->h; y++)	{		d = data + y * w;		m = mask + y * w;		for (x = 0; x < image->w; x++)		{			color = CSDL_Ext::SDL_GetPixel(image, x, y);			if ((image->flags & SDL_SRCCOLORKEY) == 0 || color != image->format->colorkey)			{				SDL_GetRGB(color, image->format, &r, &g, &b);				color = (r + g + b) / 3;				m[x / 8] |= 128 >> (x & 7);				if (color < 128)					d[x / 8] |= 128 >> (x & 7);			}		}	}	if (SDL_MUSTLOCK(image))		SDL_UnlockSurface(image);	cursor = SDL_CreateCursor(data, mask, w, image->h, hx, hy);	return cursor;}Uint32 CSDL_Ext::SDL_GetPixel(SDL_Surface *surface, const int & x, const int & y, bool colorByte){    int bpp = surface->format->BytesPerPixel;    /* Here p is the address to the pixel we want to retrieve */    Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp;    switch(bpp) {    case 1:		if(colorByte)		{			return colorToUint32(surface->format->palette->colors+(*p));		}		else			return *p;    case 2:        return *(Uint16 *)p;    case 3:#if (SDL_BYTEORDER == SDL_BIG_ENDIAN)            return p[0] << 16 | p[1] << 8 | p[2];#else            return p[0] | p[1] << 8 | p[2] << 16;#endif    case 4:        return *(Uint32 *)p;    default:        return 0;       /* shouldn't happen, but avoids warnings */    }}SDL_Surface * CSDL_Ext::alphaTransform(SDL_Surface *src){	Uint32 trans = SDL_MapRGBA(src->format, 0, 255, 255, 255);	SDL_SetColorKey(src, 0, trans);	src->flags|=SDL_SRCALPHA;		SDL_Color transp;	transp.b = transp.g = transp.r = 0;	transp.unused = 255;		if(src->format->BitsPerPixel == 8)	{		for(int yy=0; yy<src->format->palette->ncolors; ++yy)		{			SDL_Color cur = *(src->format->palette->colors+yy);			//if(cur.r == 255 && cur.b == 255)			if(yy==1 || yy==2 || yy==3 || yy==4 || yy==8)			{				SDL_Color shadow;				shadow.b = shadow.g = shadow.r = 0;				switch(cur.g) //change this values; make diffrerent for objects and shadows (?)				{				case 0:					shadow.unused = 128;					break;				case 50:					shadow.unused = 50+32;					break;				case 100:					shadow.unused = 100+64;					break;				case 125:					shadow.unused = 125+64;					break;				case 128:					shadow.unused = 128+64;					break;				case 150:					shadow.unused = 150+64;					break;				default:					shadow.unused = 255;					break;				}				SDL_SetColors(src, &shadow, yy, 1);			}			if(yy==0 || (cur.r == 255 && cur.g == 0 && cur.b == 0))			{				SDL_SetColors(src, &transp, yy, 1);			}		}	}	SDL_UpdateRect(src, 0, 0, src->w, src->h);	return src;}SDL_Surface * CSDL_Ext::secondAlphaTransform(SDL_Surface * src, SDL_Surface * alpha){	SDL_Surface * hide2 = SDL_ConvertSurface(src, alpha->format, SDL_SWSURFACE);	for(int i=0; i<hide2->w; ++i)	{		for(int j=0; j<hide2->h; ++j)		{			Uint32 * place = (Uint32*)( (Uint8*)hide2->pixels + j * hide2->pitch + i * hide2->format->BytesPerPixel);			(*place) &= 0xffffffff - (SDL_GetPixel(src, i, j, true) & 0xff000000);		}	}	return hide2;}Uint32 CSDL_Ext::colorToUint32(const SDL_Color * color){	Uint32 ret = 0;	ret+=color->unused;	ret<<=8; //*=256	ret+=color->b;	ret<<=8; //*=256	ret+=color->g;	ret<<=8; //*=256	ret+=color->r;	return ret;}void CSDL_Ext::update(SDL_Surface * what){	if(what)		SDL_UpdateRect(what, 0, 0, what->w, what->h);}void CSDL_Ext::blueToPlayers(SDL_Surface * sur, int player){	if(sur->format->BitsPerPixel == 8)	{		for(int i=0; i<sur->format->palette->ncolors; ++i)		{			SDL_Color * cc = sur->format->palette->colors+i;			if(cc->r==0 && cc->g==0 && cc->b==255)			{				cc->r = CGameInfo::mainObj->playerColors[player].r;				cc->g = CGameInfo::mainObj->playerColors[player].g;				cc->b = CGameInfo::mainObj->playerColors[player].b;			}		}	}	else if(sur->format->BitsPerPixel == 24)	{		for(int y=0; y<sur->h; ++y)		{			for(int x=0; x<sur->w; ++x)			{				Uint8* cp = (Uint8*)sur->pixels + y+sur->pitch + x*3;				if(SDL_BYTEORDER == SDL_BIG_ENDIAN)				{					if(cp[0]==0 && cp[1]==0 && cp[2]==255)					{						cp[0] = CGameInfo::mainObj->playerColors[player].r;						cp[1] = CGameInfo::mainObj->playerColors[player].g;						cp[2] = CGameInfo::mainObj->playerColors[player].b;					}				}				else				{										if(cp[0]==255 && cp[1]==0 && cp[2]==0)					{						cp[0] = CGameInfo::mainObj->playerColors[player].b;						cp[1] = CGameInfo::mainObj->playerColors[player].g;						cp[2] = CGameInfo::mainObj->playerColors[player].r;					}				}			}		}	}}void CSDL_Ext::blueToPlayersAdv(SDL_Surface * sur, int player, int mode, void* additionalInfo){	if(player==1) //it is actually blue...		return;	if(sur->format->BitsPerPixel == 8)	{		for(int i=0; i<sur->format->palette->ncolors; ++i) //message, button, avmap, resbar		{			SDL_Color * cc = sur->format->palette->colors+i;			if(				((mode==0) && (cc->b>cc->g) && (cc->b>cc->r)) ||				((mode==1) && (cc->r<45) && (cc->b>80) && (cc->g<70) && ((cc->b-cc->r)>40)) ||				((mode==2) && (cc->r<110) && (cc->b>63) && (cc->g<122) && ((cc->b-cc->r)>44) && ((cc->b-cc->g)>32))			  )			{				if ((mode==2) && additionalInfo)				{					for (int vi=0; vi<((std::vector<SDL_Color>*)additionalInfo)->size(); vi++)					{						if 						  (							((*((std::vector<SDL_Color>*)additionalInfo))[vi].r==cc->r) &&							((*((std::vector<SDL_Color>*)additionalInfo))[vi].g==cc->g) &&							((*((std::vector<SDL_Color>*)additionalInfo))[vi].b==cc->b)						  )								goto main8bitloopend;					}				}				std::vector<long long int> sort1;				sort1.push_back(cc->r);				sort1.push_back(cc->g);				sort1.push_back(cc->b);				std::vector< std::pair<long long int, Uint8*> > sort2;				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cc->r)));				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cc->g)));				sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cc->b)));				std::sort(sort1.begin(), sort1.end());				if(sort2[0].first>sort2[1].first)					std::swap(sort2[0], sort2[1]);				if(sort2[1].first>sort2[2].first)					std::swap(sort2[1], sort2[2]);				if(sort2[0].first>sort2[1].first)					std::swap(sort2[0], sort2[1]);				for(int hh=0; hh<3; ++hh)				{					(*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;				}			}main8bitloopend:			;		}	}	else if(sur->format->BitsPerPixel == 24)	{		for(int y=0; y<sur->h; ++y)		{			for(int x=0; x<sur->w; ++x)			{				Uint8* cp = (Uint8*)sur->pixels + y*sur->pitch + x*3;				if(SDL_BYTEORDER == SDL_BIG_ENDIAN)				{					if(cp[2]>cp[1] && cp[2]>cp[0])					{						std::vector<long long int> sort1;						sort1.push_back(cp[0]);						sort1.push_back(cp[1]);						sort1.push_back(cp[2]);						std::vector< std::pair<long long int, Uint8*> > sort2;						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[0])));						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[2])));						std::sort(sort1.begin(), sort1.end());						if(sort2[0].first>sort2[1].first)							std::swap(sort2[0], sort2[1]);						if(sort2[1].first>sort2[2].first)							std::swap(sort2[1], sort2[2]);						if(sort2[0].first>sort2[1].first)							std::swap(sort2[0], sort2[1]);						for(int hh=0; hh<3; ++hh)						{							(*sort2[hh].second) = (sort1[hh] + sort2[hh].first)/2.2;						}					}				}				else				{					if(						((mode==0) && (cp[0]>cp[1]) && (cp[0]>cp[2])) ||						((mode==1) && (cp[2]<45) && (cp[0]>80) && (cp[1]<70) && ((cp[0]-cp[1])>40))					  )					{						std::vector<long long int> sort1;						sort1.push_back(cp[2]);						sort1.push_back(cp[1]);						sort1.push_back(cp[0]);						std::vector< std::pair<long long int, Uint8*> > sort2;						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].r, &(cp[2])));						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].g, &(cp[1])));						sort2.push_back(std::make_pair(CGameInfo::mainObj->playerColors[player].b, &(cp[0])));						std::sort(sort1.begin(), sort1.end());						if(sort2[0].first>sort2[1].first)							std::swap(sort2[0], sort2[1]);						if(sort2[1].first>sort2[2].first)							std::swap(sort2[1], sort2[2]);						if(sort2[0].first>sort2[1].first)							std::swap(sort2[0], sort2[1]);						for(int hh=0; hh<3; ++hh)						{							(*sort2[hh].second) = (sort1[hh]*0.8 + sort2[hh].first)/2;						}					}				}			}		}	}}void CSDL_Ext::blueToPlayersNice(SDL_Surface * sur, int player) //incomplete, TODO: finish{	if(sur->format->BitsPerPixel==8)	{		for(int a=0; a<sur->format->palette->ncolors; ++a)		{			for(int s=0; s<CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->ncolors; ++s)			{				if(abs((sur->format->palette->colors+a)->b - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->b) < 5					&& abs((sur->format->palette->colors+a)->g - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->g) < 5					&& abs((sur->format->palette->colors+a)->r - (CGI->playerColorInfo[0]->ourImages[1].bitmap->format->palette->colors+s)->r) < 5					)				{					(sur->format->palette->colors+a)->b = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->b;					(sur->format->palette->colors+a)->r = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->g;					(sur->format->palette->colors+a)->g = (CGI->playerColorInfo[0]->ourImages[player].bitmap->format->palette->colors+s)->r;					break;				}			}		}	}}void CSDL_Ext::setPlayerColor(SDL_Surface * sur, unsigned char player){	if(player==254)		return;	if(sur->format->BitsPerPixel==8)	{		if(player != 255) 			*(sur->format->palette->colors+5) = CGameInfo::mainObj->playerColors[player];		else			*(sur->format->palette->colors+5) = CGameInfo::mainObj->neutralColor;	}}int readNormalNr (std::istream &in, int bytCon){	int ret=0;	int amp=1;	unsigned char byte;	if (in.good())	{		for (int i=0; i<bytCon; i++)		{			in.read((char*)&byte,1);			ret+=byte*amp;			amp<<=8;		}	}	else return -1;	return ret;}void CSDL_Ext::fullAlphaTransform(SDL_Surface *& src){	src = alphaTransform(src);	SDL_Surface * hlp2;	hlp2 = secondAlphaTransform(src, std32bppSurface);	SDL_FreeSurface(src);	src = hlp2;}std::string CSDL_Ext::processStr(std::string str, std::vector<std::string> & tor){	for (int i=0;(i<tor.size())&&(boost::find_first(str,"%s"));i++)	{		boost::replace_first(str,"%s",tor[i]);	}	return str;}SDL_Surface * CSDL_Ext::std32bppSurface = NULL;
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