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|
/*
* This file is part of the planetblupi source code
* Copyright (C) 1997, Daniel Roux & EPSITEC SA
* Copyright (C) 2017-2018, Mathieu Schroeter
* http://epsitec.ch; http://www.blupi.org; http://github.com/blupi-games
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
* See the GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see http://gnu.org/licenses
*/
#include "blupi.h"
#include "decor.h"
#include "def.h"
// clang-format off
#define MAP_CADRE 1
#define MAP_FOG 2
#define MAP_BLUPI 3
#define MAP_SEE 4
#define MAP_TREE 5
#define MAP_HERB1 6
#define MAP_HERB2 7
#define MAP_TERRE 8
#define MAP_DALLE 9
#define MAP_PERSO 10
#define MAP_NURSE 11
#define MAP_ROC 12
#define MAP_MUR 13
#define MAP_EGG 14
#define MAP_FIRE 15
#define MAP_TOMAT 16
#define MAP_BUILD 17
#define MAP_ENNEMI 18
#define MAP_FLEUR 19
// clang-format on
#define MAPCADREX ((DIMDRAWX / DIMCELX) * 2 + 1)
#define MAPCADREY (DIMDRAWY / DIMCELY + 1)
// Bitmap de la carte.
static Uint32 g_map32_bits[DIMMAPY][DIMMAPX];
// Initialise les couleurs pour la carte.
void
CDecor::MapInitColors ()
{
// FIXME: add big-endian support
const auto MapRGB = [](Uint8 r, Uint8 g, Uint8 b) {
return r << 16 | g << 8 | b << 0;
};
m_colors[MAP_CADRE] = MapRGB (255, 0, 0); // rouge
m_colors[MAP_FOG] = MapRGB (0, 0, 0); // noir
m_colors[MAP_BLUPI] = MapRGB (255, 255, 0); // jaune
m_colors[MAP_SEE] = MapRGB (102, 102, 204); // bleu
m_colors[MAP_DALLE] = MapRGB (192, 192, 192); // gris
m_colors[MAP_PERSO] = MapRGB (255, 0, 0); // rouge
m_colors[MAP_NURSE] = MapRGB (255, 0, 0); // rouge
m_colors[MAP_ROC] = MapRGB (214, 214, 214); // gris clair
m_colors[MAP_MUR] = MapRGB (100, 100, 100); // gris moyen
m_colors[MAP_EGG] = MapRGB (255, 255, 255); // blanc
m_colors[MAP_FIRE] = MapRGB (255, 0, 0); // rouge
m_colors[MAP_TOMAT] = MapRGB (255, 0, 0); // rouge
m_colors[MAP_BUILD] = MapRGB (0, 0, 0); // noir
m_colors[MAP_ENNEMI] = MapRGB (0, 192, 255); // bleu métal
m_colors[MAP_FLEUR] = MapRGB (255, 206, 0); // jaune
m_colors[MAP_TREE] = MapRGB (0, 102, 0); // vert foncé
m_colors[MAP_HERB1] = MapRGB (0, 204, 51); // vert clair
m_colors[MAP_HERB2] = MapRGB (0, 156, 8); // vert moyen
m_colors[MAP_TERRE] = MapRGB (94, 78, 12); // brun
if (m_region == 1) // palmiers
{
m_colors[MAP_TREE] = MapRGB (38, 197, 42);
m_colors[MAP_HERB1] = MapRGB (184, 140, 1);
m_colors[MAP_HERB2] = MapRGB (145, 110, 5);
m_colors[MAP_TERRE] = MapRGB (192, 192, 192);
}
if (m_region == 2) // hiver
{
m_colors[MAP_TREE] = MapRGB (152, 205, 222);
m_colors[MAP_HERB1] = MapRGB (219, 234, 239);
m_colors[MAP_HERB2] = MapRGB (223, 173, 90);
m_colors[MAP_TERRE] = MapRGB (152, 205, 222);
}
if (m_region == 3) // sapins
{
m_colors[MAP_TREE] = MapRGB (0, 102, 0);
m_colors[MAP_HERB1] = MapRGB (38, 197, 42);
m_colors[MAP_HERB2] = MapRGB (140, 140, 0);
m_colors[MAP_TERRE] = MapRGB (172, 178, 173);
}
}
// COnversion d'un cellule en point dans la carte.
Point
CDecor::ConvCelToMap (Point cel)
{
Point pos;
pos.x = (cel.x - m_celCorner.x) - (cel.y - m_celCorner.y);
pos.y = ((cel.x - m_celCorner.x) + (cel.y - m_celCorner.y)) / 2;
pos.x += (DIMMAPX - MAPCADREX) / 2;
pos.y += (DIMMAPY - MAPCADREY) / 2;
return pos;
}
// Conversion d'un point dans la carte en cellule.
Point
CDecor::ConvMapToCel (Point pos)
{
Point cel;
pos.x -= ((DIMMAPX - MAPCADREX) / 4) * 2;
pos.y -= ((DIMMAPY - MAPCADREY) / 4) * 2;
cel.x = pos.y + pos.x / 2;
cel.y = pos.y - pos.x / 2;
cel.x += m_celCorner.x;
cel.y += m_celCorner.y;
return cel;
}
// Déplace le décor suite à un clic dans la carte.
bool
CDecor::MapMove (Point pos)
{
Point cel;
if (
pos.x >= POSMAPX && pos.x < POSMAPX + DIMMAPX && pos.y >= POSMAPY &&
pos.y < POSMAPY + DIMMAPY)
{
pos.x -= POSMAPX;
pos.y -= POSMAPY;
cel = ConvMapToCel (pos);
cel.x = cel.x - 10;
cel.y = cel.y;
SetCorner (cel);
NextPhase (0); // faudra refaire la carte tout de suite
return true;
}
return false;
}
// clang-format off
static char color_floor[] =
{
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1, // 0
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_HERB1,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_HERB1,
MAP_HERB1, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_HERB1, MAP_SEE, MAP_SEE, MAP_HERB1,
MAP_SEE, MAP_SEE, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_SEE, MAP_SEE, MAP_HERB1,
MAP_HERB1, MAP_HERB1, MAP_SEE, MAP_SEE,
MAP_SEE, MAP_HERB1, MAP_HERB1, MAP_SEE,
MAP_SEE, MAP_SEE, MAP_HERB1, MAP_HERB1,
MAP_SEE, MAP_HERB1, MAP_HERB1, MAP_SEE,
MAP_HERB1, MAP_HERB1, MAP_SEE, MAP_SEE,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_DALLE, MAP_DALLE, MAP_DALLE, MAP_DALLE,
MAP_DALLE, MAP_DALLE, MAP_DALLE, MAP_DALLE, // 16
MAP_DALLE, MAP_DALLE, MAP_DALLE, MAP_DALLE,
MAP_DALLE, MAP_DALLE, MAP_DALLE, MAP_DALLE,
MAP_DALLE, MAP_DALLE, MAP_DALLE, MAP_DALLE,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB1,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB1,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB1,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB1,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB1,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB1, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB2,
MAP_HERB2, MAP_HERB2, MAP_HERB2, MAP_HERB1, // 32
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_HERB1, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_HERB1,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE, // 48
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_NURSE, MAP_NURSE, MAP_NURSE, MAP_NURSE,
MAP_NURSE, MAP_NURSE, MAP_NURSE, MAP_NURSE,
MAP_NURSE, MAP_NURSE, MAP_NURSE, MAP_NURSE,
MAP_NURSE, MAP_NURSE, MAP_NURSE, MAP_NURSE,
MAP_NURSE, MAP_NURSE, MAP_NURSE, MAP_NURSE,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE, // 64
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_SEE, MAP_SEE, MAP_SEE, MAP_SEE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
};
static char color_object[] =
{
0, MAP_TREE, 0, MAP_TREE,
MAP_TREE, 0, MAP_TREE, 0,
0, MAP_TREE, 0, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
0, MAP_TREE, 0, MAP_TREE, // arbre
MAP_TREE, 0, MAP_TREE, 0,
0, MAP_TREE, 0, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
0, MAP_TREE, 0, MAP_TREE, // sapin
MAP_TREE, 0, MAP_TREE, 0,
0, MAP_TREE, 0, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE, // palmiers
MAP_TREE, MAP_TREE, MAP_TREE, MAP_TREE,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR, // mur
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD, // maison
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE, // arbre sans feuille
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE, // planches
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC, // rochers
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC,
MAP_ROC, MAP_ROC, MAP_ROC, MAP_ROC, // pierres
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE, // feu
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR, // test
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // tomates
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT,
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD, // cabane
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD,
MAP_EGG, MAP_EGG, MAP_EGG, MAP_EGG, // oeufs
MAP_EGG, MAP_EGG, MAP_EGG, MAP_EGG,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR, // palissade
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR, // pont construction
MAP_MUR, MAP_MUR, MAP_MUR, MAP_MUR,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE, // rayon
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, // bouteille
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, // fleurs
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR,
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR,
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE, // dynamite
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_FIRE, MAP_FIRE, MAP_FIRE, MAP_FIRE,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // poison
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT,
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR,
MAP_FLEUR, MAP_FLEUR, MAP_FLEUR, MAP_FLEUR,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1, // ennemi piégé
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, // usine
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, // barrière
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD, // maison
MAP_HERB1, MAP_HERB1, MAP_HERB1, MAP_HERB1, // ennemi piégé
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI, MAP_ENNEMI,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // bateau
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // jeep
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD, // usine
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD,
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD, // mine de fer
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD,
MAP_TERRE, MAP_TERRE, MAP_TERRE, MAP_TERRE, // fer
MAP_EGG, MAP_EGG, MAP_EGG, MAP_EGG, // drapeau
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // mine
MAP_BUILD, MAP_BUILD, MAP_BUILD, MAP_BUILD,
MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, MAP_TOMAT, // mine
};
// clang-format on
static char color_deffog[4] = {
MAP_FOG,
MAP_FOG,
MAP_FOG,
MAP_FOG,
};
static char color_deftree[4] = {
MAP_TREE,
MAP_TREE,
MAP_TREE,
MAP_TREE,
};
static char color_deffloor[4] = {
MAP_HERB1,
MAP_HERB1,
MAP_HERB1,
MAP_HERB1,
};
static char color_fire[4] = {
MAP_FIRE,
MAP_FIRE,
MAP_FIRE,
MAP_FIRE,
};
// Met le contenu d'une cellule dans le bitmap de la carte
// (sol, objets et brouillard).
void
CDecor::MapPutCel (Point pos)
{
Point cel, fogCel;
Sint32 icon, i;
char * pColors;
cel = ConvMapToCel (pos);
cel.x = (cel.x / 2) * 2;
cel.y = (cel.y / 2) * 2;
if (!IsValid (cel))
{
pColors = color_deffog;
goto color;
}
if (m_bFog)
{
// fogPos.x = (pos.x/4)*4;
// fogPos.y = (pos.y/4)*4;
// fogCel = ConvMapToCel(fogPos);
fogCel = cel;
fogCel.x = (fogCel.x / 4) * 4;
fogCel.y = (fogCel.y / 4) * 4;
if (
fogCel.x < 0 || fogCel.x >= MAXCELX || fogCel.y < 0 ||
fogCel.y >= MAXCELY ||
m_decor[fogCel.x / 2][fogCel.y / 2].fog == FOGHIDE) // caché ?
{
pColors = color_deffog;
goto color;
}
}
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
if (icon != -1)
{
if (
m_decor[cel.x / 2][cel.y / 2].fire > 0 &&
m_decor[cel.x / 2][cel.y / 2].fire < MoveMaxFire ())
{
pColors = color_fire;
goto color;
}
if (icon >= 0 && icon <= 127)
pColors = color_object + 4 * (icon - 0);
else
pColors = color_deftree;
goto color;
}
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
if (icon >= 0 && icon <= 71)
pColors = color_floor + 4 * (icon - 0);
else
pColors = color_deffloor;
color:
for (i = 0; i < 4; i++)
{
if (pos.x + i >= 0 && pos.x + i < DIMMAPX)
{
icon = *pColors++;
if (icon != 0)
g_map32_bits[pos.y][pos.x + i] = m_colors[icon];
}
}
}
// Génère la carte.
bool
CDecor::GenerateMap ()
{
Point pos, cel;
Sint32 dx, rank, i;
auto DrawMap = [&]() -> bool {
if (!m_SurfaceMap)
return true;
Point dim = {DIMMAPX, DIMMAPY};
m_pPixmap->Cache (CHMAP, m_SurfaceMap, dim);
Point pos = {POSMAPX, POSMAPY};
m_pPixmap->DrawIcon (-1, CHMAP, 0, pos);
return true;
};
if (m_phase != -1 && m_phase % 2 != 0)
return DrawMap ();
// Dessine le décor (sol, objets et brouillard).
for (pos.y = 0; pos.y < DIMMAPY; pos.y++)
{
dx = pos.y % 2;
for (pos.x = -dx * 2; pos.x < DIMMAPX; pos.x += 4)
MapPutCel (pos);
}
// Dessine les blupi.
for (rank = 0; rank < MAXBLUPI; rank++)
{
if (m_blupi[rank].bExist)
{
pos = ConvCelToMap (m_blupi[rank].cel);
if (this->GetSkill () >= 1 && !m_bBuild)
{
auto fogCel = m_blupi[rank].cel;
fogCel.x = (fogCel.x / 4) * 4;
fogCel.y = (fogCel.y / 4) * 4;
if (m_decor[fogCel.x / 2][fogCel.y / 2].fog == FOGHIDE) // hidden?
continue;
}
if (
pos.x >= 0 && pos.x < DIMMAPX - 1 && pos.y >= 0 && pos.y < DIMMAPY - 1)
{
if (m_blupi[rank].perso == 0 || m_blupi[rank].perso == 8)
i = MAP_BLUPI;
else
i = MAP_PERSO;
g_map32_bits[pos.y + 0][pos.x + 0] = m_colors[i];
g_map32_bits[pos.y + 0][pos.x + 1] = m_colors[i];
g_map32_bits[pos.y + 1][pos.x + 0] = m_colors[i];
g_map32_bits[pos.y + 1][pos.x + 1] = m_colors[i];
}
}
}
// Dessine le cadre.
cel = m_celCorner;
pos = ConvCelToMap (cel);
for (i = pos.x; i < pos.x + MAPCADREX; i++)
{
g_map32_bits[pos.y][i] = m_colors[MAP_CADRE];
g_map32_bits[pos.y + MAPCADREY][i] = m_colors[MAP_CADRE];
}
for (i = pos.y; i <= pos.y + MAPCADREY; i++)
{
g_map32_bits[i][pos.x] = m_colors[MAP_CADRE];
g_map32_bits[i][pos.x + MAPCADREX] = m_colors[MAP_CADRE];
}
if (m_SurfaceMap)
SDL_FreeSurface (m_SurfaceMap);
m_SurfaceMap = SDL_CreateRGBSurfaceFrom (
g_map32_bits, DIMMAPX, DIMMAPY, 32, 4 * DIMMAPX, 0, 0, 0, 0);
return DrawMap ();
}
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