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Map.cpp
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Map.cpp
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/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom 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.
*
* OpenXcom 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 OpenXcom. If not, see <http://www.gnu.org/licenses/>.
*/
#include "Map.h"
#include "Camera.h"
#include "UnitSprite.h"
#include "Pathfinding.h"
#include "TileEngine.h"
#include "Projectile.h"
#include "Explosion.h"
#include "BattlescapeState.h"
#include "Particle.h"
#include "../Mod/Mod.h"
#include "../Engine/Action.h"
#include "../Engine/SurfaceSet.h"
#include "../Engine/Timer.h"
#include "../Engine/Language.h"
#include "../Engine/Palette.h"
#include "../Engine/Game.h"
#include "../Engine/Screen.h"
#include "../Savegame/SavedBattleGame.h"
#include "../Savegame/Tile.h"
#include "../Savegame/BattleUnit.h"
#include "../Savegame/BattleItem.h"
#include "../Mod/RuleItem.h"
#include "../Mod/RuleInterface.h"
#include "../Mod/MapDataSet.h"
#include "../Mod/MapData.h"
#include "../Mod/Armor.h"
#include "BattlescapeMessage.h"
#include "../Savegame/SavedGame.h"
#include "../Interface/NumberText.h"
#include "../Interface/Text.h"
#include "../fmath.h"
/*
1) Map origin is top corner.
2) X axis goes downright. (width of the map)
3) Y axis goes downleft. (length of the map
4) Z axis goes up (height of the map)
0,0
/\
y+ / \ x+
\ /
\/
*/
namespace OpenXcom
{
/**
* Sets up a map with the specified size and position.
* @param game Pointer to the core game.
* @param width Width in pixels.
* @param height Height in pixels.
* @param x X position in pixels.
* @param y Y position in pixels.
* @param visibleMapHeight Current visible map height.
*/
Map::Map(Game *game, int width, int height, int x, int y, int visibleMapHeight) : InteractiveSurface(width, height, x, y), _game(game), _arrow(0), _selectorX(0), _selectorY(0), _mouseX(0), _mouseY(0), _cursorType(CT_NORMAL), _cursorSize(1), _animFrame(0), _projectile(0), _projectileInFOV(false), _explosionInFOV(false), _launch(false), _visibleMapHeight(visibleMapHeight), _unitDying(false), _smoothingEngaged(false), _flashScreen(false), _projectileSet(0), _showObstacles(false)
{
_iconHeight = _game->getMod()->getInterface("battlescape")->getElement("icons")->h;
_iconWidth = _game->getMod()->getInterface("battlescape")->getElement("icons")->w;
_messageColor = _game->getMod()->getInterface("battlescape")->getElement("messageWindows")->color;
_previewSetting = Options::battleNewPreviewPath;
_smoothCamera = Options::battleSmoothCamera;
if (Options::traceAI)
{
// turn everything on because we want to see the markers.
_previewSetting = PATH_FULL;
}
_save = _game->getSavedGame()->getSavedBattle();
if ((int)(_game->getMod()->getLUTs()->size()) > _save->getDepth())
{
_transparencies = &_game->getMod()->getLUTs()->at(_save->getDepth());
}
_spriteWidth = _game->getMod()->getSurfaceSet("BLANKS.PCK")->getFrame(0)->getWidth();
_spriteHeight = _game->getMod()->getSurfaceSet("BLANKS.PCK")->getFrame(0)->getHeight();
_message = new BattlescapeMessage(320, (visibleMapHeight < 200)? visibleMapHeight : 200, 0, 0);
_message->setX(_game->getScreen()->getDX());
_message->setY((visibleMapHeight - _message->getHeight()) / 2);
_message->setTextColor(_messageColor);
_camera = new Camera(_spriteWidth, _spriteHeight, _save->getMapSizeX(), _save->getMapSizeY(), _save->getMapSizeZ(), this, visibleMapHeight);
_scrollMouseTimer = new Timer(SCROLL_INTERVAL);
_scrollMouseTimer->onTimer((SurfaceHandler)&Map::scrollMouse);
_scrollKeyTimer = new Timer(SCROLL_INTERVAL);
_scrollKeyTimer->onTimer((SurfaceHandler)&Map::scrollKey);
_camera->setScrollTimer(_scrollMouseTimer, _scrollKeyTimer);
_obstacleTimer = new Timer(2500);
_obstacleTimer->stop();
_obstacleTimer->onTimer((SurfaceHandler)&Map::disableObstacles);
_txtAccuracy = new Text(24, 9, 0, 0);
_txtAccuracy->setSmall();
_txtAccuracy->setPalette(_game->getScreen()->getPalette());
_txtAccuracy->setHighContrast(true);
_txtAccuracy->initText(_game->getMod()->getFont("FONT_BIG"), _game->getMod()->getFont("FONT_SMALL"), _game->getLanguage());
}
/**
* Deletes the map.
*/
Map::~Map()
{
delete _scrollMouseTimer;
delete _scrollKeyTimer;
delete _obstacleTimer;
delete _arrow;
delete _message;
delete _camera;
delete _txtAccuracy;
}
/**
* Initializes the map.
*/
void Map::init()
{
// load the tiny arrow into a surface
int f = Palette::blockOffset(1); // yellow
int b = 15; // black
int pixels[81] = { 0, 0, b, b, b, b, b, 0, 0,
0, 0, b, f, f, f, b, 0, 0,
0, 0, b, f, f, f, b, 0, 0,
b, b, b, f, f, f, b, b, b,
b, f, f, f, f, f, f, f, b,
0, b, f, f, f, f, f, b, 0,
0, 0, b, f, f, f, b, 0, 0,
0, 0, 0, b, f, b, 0, 0, 0,
0, 0, 0, 0, b, 0, 0, 0, 0 };
_arrow = new Surface(9, 9);
_arrow->setPalette(this->getPalette());
_arrow->lock();
for (int y = 0; y < 9;++y)
for (int x = 0; x < 9; ++x)
_arrow->setPixel(x, y, pixels[x+(y*9)]);
_arrow->unlock();
_projectile = 0;
if (_save->getDepth() == 0)
{
_projectileSet = _game->getMod()->getSurfaceSet("Projectiles");
}
else
{
_projectileSet = _game->getMod()->getSurfaceSet("UnderwaterProjectiles");
}
}
/**
* Keeps the animation timers running.
*/
void Map::think()
{
_scrollMouseTimer->think(0, this);
_scrollKeyTimer->think(0, this);
_obstacleTimer->think(0, this);
}
/**
* Draws the whole map, part by part.
*/
void Map::draw()
{
if (!_redraw)
{
return;
}
// normally we'd call for a Surface::draw();
// but we don't want to clear the background with colour 0, which is transparent (aka black)
// we use colour 15 because that actually corresponds to the colour we DO want in all variations of the xcom and tftd palettes.
_redraw = false;
clear(Palette::blockOffset(0)+15);
Tile *t;
_projectileInFOV = _save->getDebugMode();
if (_projectile)
{
t = _save->getTile(Position(_projectile->getPosition(0).x/16, _projectile->getPosition(0).y/16, _projectile->getPosition(0).z/24));
if (_save->getSide() == FACTION_PLAYER || (t && t->getVisible()))
{
_projectileInFOV = true;
}
}
_explosionInFOV = _save->getDebugMode();
if (!_explosions.empty())
{
for (std::list<Explosion*>::iterator i = _explosions.begin(); i != _explosions.end(); ++i)
{
t = _save->getTile(Position((*i)->getPosition().x/16, (*i)->getPosition().y/16, (*i)->getPosition().z/24));
if (t && ((*i)->isBig() || t->getVisible()))
{
_explosionInFOV = true;
break;
}
}
}
if ((_save->getSelectedUnit() && _save->getSelectedUnit()->getVisible()) || _unitDying || _save->getSelectedUnit() == 0 || _save->getDebugMode() || _projectileInFOV || _explosionInFOV)
{
drawTerrain(this);
}
else
{
_message->blit(this);
}
}
/**
* Replaces a certain amount of colors in the surface's palette.
* @param colors Pointer to the set of colors.
* @param firstcolor Offset of the first color to replace.
* @param ncolors Amount of colors to replace.
*/
void Map::setPalette(SDL_Color *colors, int firstcolor, int ncolors)
{
Surface::setPalette(colors, firstcolor, ncolors);
for (std::vector<MapDataSet*>::const_iterator i = _save->getMapDataSets()->begin(); i != _save->getMapDataSets()->end(); ++i)
{
(*i)->getSurfaceset()->setPalette(colors, firstcolor, ncolors);
}
_message->setPalette(colors, firstcolor, ncolors);
_message->setBackground(_game->getMod()->getSurface("TAC00.SCR"));
_message->initText(_game->getMod()->getFont("FONT_BIG"), _game->getMod()->getFont("FONT_SMALL"), _game->getLanguage());
_message->setText(_game->getLanguage()->getString("STR_HIDDEN_MOVEMENT"));
}
/**
* Check two positions if have same XY cords
*/
static bool positionHaveSameXY(Position a, Position b)
{
return a.x == b.x && a.y == b.y;
}
/**
* Draw part of unit graphic that overlap current tile.
* @param surface
* @param unitTile
* @param currTile
* @param currTileScreenPosition
* @param shade
* @param obstacleShade unitShade override for no LOF obstacle indicator
* @param topLayer
*/
void Map::drawUnit(Surface *surface, Tile *unitTile, Tile *currTile, Position currTileScreenPosition, int shade, int obstacleShade, bool topLayer)
{
const int tileFoorWidth = 32;
const int tileFoorHeight = 16;
const int tileHeight = 40;
if (!unitTile)
{
return;
}
BattleUnit* bu = unitTile->getUnit();
Position unitOffset;
bool unitFromBelow = false;
if (!bu)
{
Tile *below = _save->getTile(unitTile->getPosition() + Position(0,0,-1));
if (below && unitTile->hasNoFloor(below))
{
bu = below->getUnit();
if (!bu)
{
return;
}
unitFromBelow = true;
}
else
{
return;
}
}
if (!(bu->getVisible() || _save->getDebugMode()))
{
return;
}
unitOffset.x = unitTile->getPosition().x - bu->getPosition().x;
unitOffset.y = unitTile->getPosition().y - bu->getPosition().y;
int part = unitOffset.x + unitOffset.y*2;
bool ignored;
Surface *tmpSurface = bu->getCache(&ignored, part);
if (!tmpSurface)
{
return;
}
bool moving = bu->getStatus() == STATUS_WALKING || bu->getStatus() == STATUS_FLYING;
int bonusWidth = moving ? 0 : tileFoorWidth;
int topMargin = 0;
int bottomMargin = 0;
//if unit is from below then we draw only part that in in tile
if (unitFromBelow)
{
bottomMargin = -tileFoorHeight / 2;
topMargin = tileFoorHeight;
}
else if (topLayer)
{
topMargin = 2 * tileFoorHeight;
}
else
{
Tile *top = _save->getTile(unitTile->getPosition() + Position(0, 0, +1));
if (top && top->hasNoFloor(unitTile))
{
topMargin = -tileFoorHeight / 2;
}
else
{
topMargin = tileFoorHeight;
}
}
GraphSubset mask = GraphSubset(tileFoorWidth + bonusWidth, tileHeight + topMargin + bottomMargin).offset(currTileScreenPosition.x - bonusWidth / 2, currTileScreenPosition.y - topMargin);
if (moving)
{
GraphSubset leftMask = mask.offset(-tileFoorWidth/2, 0);
GraphSubset rightMask = mask.offset(+tileFoorWidth/2, 0);
int direction = bu->getDirection();
Position partCurr = currTile->getPosition();
Position partDest = bu->getDestination() + unitOffset;
Position partLast = bu->getLastPosition() + unitOffset;
bool isTileDestPos = positionHaveSameXY(partDest, partCurr);
bool isTileLastPos = positionHaveSameXY(partLast, partCurr);
//adjusting mask
if (positionHaveSameXY(partLast, partDest))
{
if (currTile == unitTile)
{
//no change
}
else
{
//nothing to draw
return;
}
}
else if (isTileDestPos)
{
//unit is moving to this tile
switch (direction)
{
case 0:
case 1:
mask = GraphSubset::intersection(mask, rightMask);
break;
case 2:
//no change
break;
case 3:
//no change
break;
case 4:
//no change
break;
case 5:
case 6:
mask = GraphSubset::intersection(mask, leftMask);
break;
case 7:
//nothing to draw
return;
}
}
else if (isTileLastPos)
{
//unit is exiting this tile
switch (direction)
{
case 0:
//no change
break;
case 1:
case 2:
mask = GraphSubset::intersection(mask, leftMask);
break;
case 3:
//nothing to draw
return;
case 4:
case 5:
mask = GraphSubset::intersection(mask, rightMask);
break;
case 6:
//no change
break;
case 7:
//no change
break;
}
}
else
{
Position leftPos = partCurr + Position(-1, 0, 0);
Position rightPos = partCurr + Position(0, -1, 0);
if (!topLayer && (partDest.z > partCurr.z || partLast.z > partCurr.z))
{
//unit change layers, it will be drawn by upper layer not lower.
return;
}
else if (
(direction == 1 && (partDest == rightPos || partLast == leftPos)) ||
(direction == 5 && (partDest == leftPos || partLast == rightPos)))
{
mask = GraphSubset(tileFoorWidth, tileHeight + 2 * tileFoorHeight).offset(currTileScreenPosition.x, currTileScreenPosition.y - 2 * tileFoorHeight);
}
else
{
//unit is not moving close to tile
return;
}
}
}
else if (unitTile != currTile)
{
return;
}
Position tileScreenPosition;
_camera->convertMapToScreen(unitTile->getPosition() + Position(0,0, unitFromBelow ? -1 : 0), &tileScreenPosition);
tileScreenPosition += _camera->getMapOffset();
// draw unit
Position offset;
int shadeOffset;
calculateWalkingOffset(bu, &offset, &shadeOffset);
int tileShade = currTile->isDiscovered(2) ? currTile->getShade() : 16;
int unitShade = (tileShade * (16 - shadeOffset) + shade * shadeOffset) / 16;
if (!moving && unitTile->getObstacle(4))
{
unitShade = obstacleShade;
}
tmpSurface->blitNShade(surface, tileScreenPosition.x + offset.x - _spriteWidth / 2, tileScreenPosition.y + offset.y, unitShade, mask);
// draw fire
if (bu->getFire() > 0)
{
int frameNumber = 4 + (_animFrame / 2);
tmpSurface = _game->getMod()->getSurfaceSet("SMOKE.PCK")->getFrame(frameNumber);
tmpSurface->blitNShade(surface, tileScreenPosition.x + offset.x, tileScreenPosition.y + offset.y, 0, mask);
}
if (bu->getBreathFrame() > 0)
{
tmpSurface = _game->getMod()->getSurfaceSet("BREATH-1.PCK")->getFrame(bu->getBreathFrame() - 1);
// lower the bubbles for shorter or kneeling units.
offset.y += (22 - bu->getHeight());
if (tmpSurface)
{
tmpSurface->blitNShade(surface, tileScreenPosition.x + offset.x, tileScreenPosition.y + offset.y - 30, tileShade, mask);
}
}
}
/**
* Draw the terrain.
* Keep this function as optimised as possible. It's big to minimise overhead of function calls.
* @param surface The surface to draw on.
*/
void Map::drawTerrain(Surface *surface)
{
int frameNumber = 0;
Surface *tmpSurface;
Tile *tile;
int beginX = 0, endX = _save->getMapSizeX() - 1;
int beginY = 0, endY = _save->getMapSizeY() - 1;
int beginZ = 0, endZ = _camera->getShowAllLayers()?_save->getMapSizeZ() - 1:_camera->getViewLevel();
Position mapPosition, screenPosition, bulletPositionScreen;
int bulletLowX=16000, bulletLowY=16000, bulletLowZ=16000, bulletHighX=0, bulletHighY=0, bulletHighZ=0;
int dummy;
BattleUnit *unit = 0;
int tileShade, wallShade, tileColor, obstacleShade;
static const int arrowBob[8] = {0,1,2,1,0,1,2,1};
NumberText *_numWaypid = 0;
// if we got bullet, get the highest x and y tiles to draw it on
if (_projectile && _explosions.empty())
{
int part = _projectile->getItem() ? 0 : BULLET_SPRITES-1;
for (int i = 0; i <= part; ++i)
{
if (_projectile->getPosition(1-i).x < bulletLowX)
bulletLowX = _projectile->getPosition(1-i).x;
if (_projectile->getPosition(1-i).y < bulletLowY)
bulletLowY = _projectile->getPosition(1-i).y;
if (_projectile->getPosition(1-i).z < bulletLowZ)
bulletLowZ = _projectile->getPosition(1-i).z;
if (_projectile->getPosition(1-i).x > bulletHighX)
bulletHighX = _projectile->getPosition(1-i).x;
if (_projectile->getPosition(1-i).y > bulletHighY)
bulletHighY = _projectile->getPosition(1-i).y;
if (_projectile->getPosition(1-i).z > bulletHighZ)
bulletHighZ = _projectile->getPosition(1-i).z;
}
// divide by 16 to go from voxel to tile position
bulletLowX = bulletLowX / 16;
bulletLowY = bulletLowY / 16;
bulletLowZ = bulletLowZ / 24;
bulletHighX = bulletHighX / 16;
bulletHighY = bulletHighY / 16;
bulletHighZ = bulletHighZ / 24;
// if the projectile is outside the viewport - center it back on it
_camera->convertVoxelToScreen(_projectile->getPosition(), &bulletPositionScreen);
if (_projectileInFOV)
{
Position newCam = _camera->getMapOffset();
if (newCam.z != bulletHighZ) //switch level
{
newCam.z = bulletHighZ;
if (_projectileInFOV)
{
_camera->setMapOffset(newCam);
_camera->convertVoxelToScreen(_projectile->getPosition(), &bulletPositionScreen);
}
}
if (_smoothCamera)
{
if (_launch)
{
_launch = false;
if ((bulletPositionScreen.x < 1 || bulletPositionScreen.x > surface->getWidth() - 1 ||
bulletPositionScreen.y < 1 || bulletPositionScreen.y > _visibleMapHeight - 1))
{
_camera->centerOnPosition(Position(bulletLowX, bulletLowY, bulletHighZ), false);
_camera->convertVoxelToScreen(_projectile->getPosition(), &bulletPositionScreen);
}
}
if (!_smoothingEngaged)
{
if (bulletPositionScreen.x < 1 || bulletPositionScreen.x > surface->getWidth() - 1 ||
bulletPositionScreen.y < 1 || bulletPositionScreen.y > _visibleMapHeight - 1)
{
_smoothingEngaged = true;
}
}
else
{
_camera->jumpXY(surface->getWidth() / 2 - bulletPositionScreen.x, _visibleMapHeight / 2 - bulletPositionScreen.y);
}
}
else
{
bool enough;
do
{
enough = true;
if (bulletPositionScreen.x < 0)
{
_camera->jumpXY(+surface->getWidth(), 0);
enough = false;
}
else if (bulletPositionScreen.x > surface->getWidth())
{
_camera->jumpXY(-surface->getWidth(), 0);
enough = false;
}
else if (bulletPositionScreen.y < 0)
{
_camera->jumpXY(0, +_visibleMapHeight);
enough = false;
}
else if (bulletPositionScreen.y > _visibleMapHeight)
{
_camera->jumpXY(0, -_visibleMapHeight);
enough = false;
}
_camera->convertVoxelToScreen(_projectile->getPosition(), &bulletPositionScreen);
}
while (!enough);
}
}
}
// get corner map coordinates to give rough boundaries in which tiles to redraw are
_camera->convertScreenToMap(0, 0, &beginX, &dummy);
_camera->convertScreenToMap(surface->getWidth(), 0, &dummy, &beginY);
_camera->convertScreenToMap(surface->getWidth() + _spriteWidth, surface->getHeight() + _spriteHeight, &endX, &dummy);
_camera->convertScreenToMap(0, surface->getHeight() + _spriteHeight, &dummy, &endY);
beginY -= (_camera->getViewLevel() * 2);
beginX -= (_camera->getViewLevel() * 2);
if (beginX < 0)
beginX = 0;
if (beginY < 0)
beginY = 0;
bool pathfinderTurnedOn = _save->getPathfinding()->isPathPreviewed();
if (!_waypoints.empty() || (pathfinderTurnedOn && (_previewSetting & PATH_TU_COST)))
{
_numWaypid = new NumberText(15, 15, 20, 30);
_numWaypid->setPalette(getPalette());
_numWaypid->setColor(pathfinderTurnedOn ? _messageColor + 1 : Palette::blockOffset(1));
}
surface->lock();
for (int itZ = beginZ; itZ <= endZ; itZ++)
{
bool topLayer = itZ == endZ;
for (int itX = beginX; itX <= endX; itX++)
{
for (int itY = beginY; itY <= endY; itY++)
{
mapPosition = Position(itX, itY, itZ);
_camera->convertMapToScreen(mapPosition, &screenPosition);
screenPosition += _camera->getMapOffset();
// only render cells that are inside the surface
if (screenPosition.x > -_spriteWidth && screenPosition.x < surface->getWidth() + _spriteWidth &&
screenPosition.y > -_spriteHeight && screenPosition.y < surface->getHeight() + _spriteHeight )
{
tile = _save->getTile(mapPosition);
if (!tile) continue;
if (tile->isDiscovered(2))
{
tileShade = tile->getShade();
obstacleShade = tileShade;
if (_showObstacles)
{
if (tile->isObstacle())
{
if (tileShade > 7) obstacleShade = 7;
if (tileShade < 2) obstacleShade = 2;
obstacleShade += (arrowBob[_animFrame] * 2 - 2);
}
}
}
else
{
tileShade = 16;
obstacleShade = 16;
unit = 0;
}
tileColor = tile->getMarkerColor();
// Draw floor
tmpSurface = tile->getSprite(O_FLOOR);
if (tmpSurface)
{
if (tile->getObstacle(O_FLOOR))
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_FLOOR)->getYOffset(), obstacleShade, false);
else
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_FLOOR)->getYOffset(), tileShade, false);
}
unit = tile->getUnit();
// Draw cursor back
if (_cursorType != CT_NONE && _selectorX > itX - _cursorSize && _selectorY > itY - _cursorSize && _selectorX < itX+1 && _selectorY < itY+1 && !_save->getBattleState()->getMouseOverIcons())
{
if (_camera->getViewLevel() == itZ)
{
if (_cursorType != CT_AIM)
{
if (unit && (unit->getVisible() || _save->getDebugMode()))
frameNumber = (_animFrame % 2); // yellow box
else
frameNumber = 0; // red box
}
else
{
if (unit && (unit->getVisible() || _save->getDebugMode()))
frameNumber = 7 + (_animFrame / 2); // yellow animated crosshairs
else
frameNumber = 6; // red static crosshairs
}
tmpSurface = _game->getMod()->getSurfaceSet("CURSOR.PCK")->getFrame(frameNumber);
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y, 0);
}
else if (_camera->getViewLevel() > itZ)
{
frameNumber = 2; // blue box
tmpSurface = _game->getMod()->getSurfaceSet("CURSOR.PCK")->getFrame(frameNumber);
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y, 0);
}
}
// special handling for a moving unit in background of tile.
const int backPosSize = 3;
Position backPos[backPosSize] =
{
Position(0, -1, 0),
Position(-1, -1, 0),
Position(-1, 0, 0),
};
for (int b = 0; b < backPosSize; ++b)
{
drawUnit(surface, _save->getTile(mapPosition + backPos[b]), tile, screenPosition, tileShade, obstacleShade, topLayer);
}
// Draw walls
if (!tile->isVoid())
{
// Draw west wall
tmpSurface = tile->getSprite(O_WESTWALL);
if (tmpSurface)
{
if ((tile->getMapData(O_WESTWALL)->isDoor() || tile->getMapData(O_WESTWALL)->isUFODoor())
&& tile->isDiscovered(0))
wallShade = tile->getShade();
else
wallShade = tileShade;
if (tile->getObstacle(O_WESTWALL))
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_WESTWALL)->getYOffset(), obstacleShade, false);
else
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_WESTWALL)->getYOffset(), wallShade, false);
}
// Draw north wall
tmpSurface = tile->getSprite(O_NORTHWALL);
if (tmpSurface)
{
if ((tile->getMapData(O_NORTHWALL)->isDoor() || tile->getMapData(O_NORTHWALL)->isUFODoor())
&& tile->isDiscovered(1))
wallShade = tile->getShade();
else
wallShade = tileShade;
if (tile->getObstacle(O_NORTHWALL))
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_NORTHWALL)->getYOffset(), obstacleShade, tile->getMapData(O_WESTWALL) != 0);
else
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_NORTHWALL)->getYOffset(), wallShade, tile->getMapData(O_WESTWALL) != 0);
}
// Draw object
if (tile->getMapData(O_OBJECT) && (tile->getMapData(O_OBJECT)->getBigWall() < 6 || tile->getMapData(O_OBJECT)->getBigWall() == 9))
{
tmpSurface = tile->getSprite(O_OBJECT);
if (tmpSurface)
{
if (tile->getObstacle(O_OBJECT))
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_OBJECT)->getYOffset(), obstacleShade, false);
else
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_OBJECT)->getYOffset(), tileShade, false);
}
}
// draw an item on top of the floor (if any)
int sprite = tile->getTopItemSprite();
if (sprite != -1)
{
tmpSurface = _game->getMod()->getSurfaceSet("FLOOROB.PCK")->getFrame(sprite);
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y + tile->getTerrainLevel(), tileShade, false);
}
}
// check if we got bullet && it is in Field Of View
if (_projectile && _projectileInFOV)
{
tmpSurface = 0;
if (_projectile->getItem())
{
tmpSurface = _projectile->getSprite();
Position voxelPos = _projectile->getPosition();
// draw shadow on the floor
voxelPos.z = _save->getTileEngine()->castedShade(voxelPos);
if (voxelPos.x / 16 >= itX &&
voxelPos.y / 16 >= itY &&
voxelPos.x / 16 <= itX+1 &&
voxelPos.y / 16 <= itY+1 &&
voxelPos.z / 24 == itZ &&
_save->getTileEngine()->isVoxelVisible(voxelPos))
{
_camera->convertVoxelToScreen(voxelPos, &bulletPositionScreen);
tmpSurface->blitNShade(surface, bulletPositionScreen.x - 16, bulletPositionScreen.y - 26, 16);
}
voxelPos = _projectile->getPosition();
// draw thrown object
if (voxelPos.x / 16 >= itX &&
voxelPos.y / 16 >= itY &&
voxelPos.x / 16 <= itX+1 &&
voxelPos.y / 16 <= itY+1 &&
voxelPos.z / 24 == itZ &&
_save->getTileEngine()->isVoxelVisible(voxelPos))
{
_camera->convertVoxelToScreen(voxelPos, &bulletPositionScreen);
tmpSurface->blitNShade(surface, bulletPositionScreen.x - 16, bulletPositionScreen.y - 26, 0);
}
}
else
{
// draw bullet on the correct tile
if (itX >= bulletLowX && itX <= bulletHighX && itY >= bulletLowY && itY <= bulletHighY)
{
int begin = 0;
int end = BULLET_SPRITES;
int direction = 1;
if (_projectile->isReversed())
{
begin = BULLET_SPRITES - 1;
end = -1;
direction = -1;
}
for (int i = begin; i != end; i += direction)
{
tmpSurface = _projectileSet->getFrame(_projectile->getParticle(i));
if (tmpSurface)
{
Position voxelPos = _projectile->getPosition(1-i);
// draw shadow on the floor
voxelPos.z = _save->getTileEngine()->castedShade(voxelPos);
if (voxelPos.x / 16 == itX &&
voxelPos.y / 16 == itY &&
voxelPos.z / 24 == itZ &&
_save->getTileEngine()->isVoxelVisible(voxelPos))
{
_camera->convertVoxelToScreen(voxelPos, &bulletPositionScreen);
bulletPositionScreen.x -= tmpSurface->getWidth() / 2;
bulletPositionScreen.y -= tmpSurface->getHeight() / 2;
tmpSurface->blitNShade(surface, bulletPositionScreen.x, bulletPositionScreen.y, 16);
}
// draw bullet itself
voxelPos = _projectile->getPosition(1-i);
if (voxelPos.x / 16 == itX &&
voxelPos.y / 16 == itY &&
voxelPos.z / 24 == itZ &&
_save->getTileEngine()->isVoxelVisible(voxelPos))
{
_camera->convertVoxelToScreen(voxelPos, &bulletPositionScreen);
bulletPositionScreen.x -= tmpSurface->getWidth() / 2;
bulletPositionScreen.y -= tmpSurface->getHeight() / 2;
tmpSurface->blitNShade(surface, bulletPositionScreen.x, bulletPositionScreen.y, 0);
}
}
}
}
}
}
unit = tile->getUnit();
// Draw soldier from this tile or below
drawUnit(surface, tile, tile, screenPosition, tileShade, obstacleShade, topLayer);
// special handling for a moving unit in forground of tile.
const int frontPosSize = 5;
Position frontPos[frontPosSize] =
{
Position(-1, +1, 0),
Position(0, +1, 0),
Position(+1, +1, 0),
Position(+1, 0, 0),
Position(+1, -1, 0),
};
for (int f = 0; f < frontPosSize; ++f)
{
drawUnit(surface, _save->getTile(mapPosition + frontPos[f]), tile, screenPosition, tileShade, obstacleShade, topLayer);
}
// Draw smoke/fire
if (tile->getSmoke() && tile->isDiscovered(2))
{
frameNumber = 0;
int shade = 0;
if (!tile->getFire())
{
if (_save->getDepth() > 0)
{
frameNumber += Mod::UNDERWATER_SMOKE_OFFSET;
}
else
{
frameNumber += Mod::SMOKE_OFFSET;
}
frameNumber += int(floor((tile->getSmoke() / 6.0) - 0.1)); // see http://www.ufopaedia.org/images/c/cb/Smoke.gif
shade = tileShade;
}
if ((_animFrame / 2) + tile->getAnimationOffset() > 3)
{
frameNumber += ((_animFrame / 2) + tile->getAnimationOffset() - 4);
}
else
{
frameNumber += (_animFrame / 2) + tile->getAnimationOffset();
}
tmpSurface = _game->getMod()->getSurfaceSet("SMOKE.PCK")->getFrame(frameNumber);
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y, shade);
}
//draw particle clouds
for (std::list<Particle*>::const_iterator i = tile->getParticleCloud()->begin(); i != tile->getParticleCloud()->end(); ++i)
{
int vaporX = screenPosition.x + (*i)->getX();
int vaporY = screenPosition.y + (*i)->getY();
if ((int)(_transparencies->size()) >= ((*i)->getColor() + 1) * 1024)
{
switch ((*i)->getSize())
{
case 3:
surface->setPixel(vaporX+1, vaporY+1, (*_transparencies)[((*i)->getColor() * 1024) + ((*i)->getOpacity() * 256) + surface->getPixel(vaporX+1, vaporY+1)]);
case 2:
surface->setPixel(vaporX + 1, vaporY, (*_transparencies)[((*i)->getColor() * 1024) + ((*i)->getOpacity() * 256) + surface->getPixel(vaporX + 1, vaporY)]);
case 1:
surface->setPixel(vaporX, vaporY + 1, (*_transparencies)[((*i)->getColor() * 1024) + ((*i)->getOpacity() * 256) + surface->getPixel(vaporX, vaporY + 1)]);
default:
surface->setPixel(vaporX, vaporY, (*_transparencies)[((*i)->getColor() * 1024) + ((*i)->getOpacity() * 256) + surface->getPixel(vaporX, vaporY)]);
break;
}
}
}
// Draw Path Preview
if (tile->getPreview() != -1 && tile->isDiscovered(0) && (_previewSetting & PATH_ARROWS))
{
if (itZ > 0 && tile->hasNoFloor(_save->getTile(tile->getPosition() + Position(0,0,-1))))
{
tmpSurface = _game->getMod()->getSurfaceSet("Pathfinding")->getFrame(11);
if (tmpSurface)
{
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y+2, 0, false, tile->getMarkerColor());
}
}
tmpSurface = _game->getMod()->getSurfaceSet("Pathfinding")->getFrame(tile->getPreview());
if (tmpSurface)
{
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y + tile->getTerrainLevel(), 0, false, tileColor);
}
}
if (!tile->isVoid())
{
// Draw object
if (tile->getMapData(O_OBJECT) && tile->getMapData(O_OBJECT)->getBigWall() >= 6 && tile->getMapData(O_OBJECT)->getBigWall() != 9)
{
tmpSurface = tile->getSprite(O_OBJECT);
if (tmpSurface)
{
if (tile->getObstacle(O_OBJECT))
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_OBJECT)->getYOffset(), obstacleShade, false);
else
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y - tile->getMapData(O_OBJECT)->getYOffset(), tileShade, false);
}
}
}
// Draw cursor front
if (_cursorType != CT_NONE && _selectorX > itX - _cursorSize && _selectorY > itY - _cursorSize && _selectorX < itX+1 && _selectorY < itY+1 && !_save->getBattleState()->getMouseOverIcons())
{
if (_camera->getViewLevel() == itZ)
{
if (_cursorType != CT_AIM)
{
if (unit && (unit->getVisible() || _save->getDebugMode()))
frameNumber = 3 + (_animFrame % 2); // yellow box
else
frameNumber = 3; // red box
}
else
{
if (unit && (unit->getVisible() || _save->getDebugMode()))
frameNumber = 7 + (_animFrame / 2); // yellow animated crosshairs
else
frameNumber = 6; // red static crosshairs
}
tmpSurface = _game->getMod()->getSurfaceSet("CURSOR.PCK")->getFrame(frameNumber);
tmpSurface->blitNShade(surface, screenPosition.x, screenPosition.y, 0);
// UFO extender accuracy: display adjusted accuracy value on crosshair in real-time.
if (_cursorType == CT_AIM && Options::battleUFOExtenderAccuracy)
{
BattleAction *action = _save->getBattleGame()->getCurrentAction();
RuleItem *weapon = action->weapon->getRules();
int accuracy = action->actor->getFiringAccuracy(action->type, action->weapon);
int distance = _save->getTileEngine()->distance(Position (itX, itY,itZ), action->actor->getPosition());
int upperLimit = 200;
int lowerLimit = weapon->getMinRange();
switch (action->type)