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planetblupi/src/decor.cpp

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// CDecor.cpp
//
#include <stdlib.h>
#include <stdio.h>
#include <unordered_map>
#include "gettext.h"
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#include "def.h"
#include "resource.h"
#include "pixmap.h"
#include "sound.h"
#include "decor.h"
#include "action.h"
#include "text.h"
#include "misc.h"
#include "fifo.h"
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#include "decmove.h"
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/////////////////////////////////////////////////////////////////////////////
#define TEXTDELAY 10 // délai avant apparition tooltips
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POINT GetCel (Sint32 x, Sint32 y)
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{
POINT cel;
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cel.x = x;
cel.y = y;
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return cel;
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}
POINT GetCel (POINT cel, Sint32 x, Sint32 y)
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{
cel.x += x;
cel.y += y;
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return cel;
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}
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// Indique si une coordonnée de cellule est valide.
// On ne peut pas aller dans la dernière cellule tout au
// bord (-2) pour permettre de gérer le brouillard proprement
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// jusque dans les bords !
bool IsValid (POINT cel)
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{
if (cel.x < 2 || cel.x >= MAXCELX - 2 ||
cel.y < 2 || cel.y >= MAXCELX - 2)
return false;
return true;
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}
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// Retourne un vecteur orienté dans une direction donnée.
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POINT GetVector (Sint32 direct)
{
POINT vector;
vector.x = 0;
vector.y = 0;
switch (direct)
{
case DIRECT_E:
vector.x = +1;
break;
case DIRECT_SE:
vector.x = +1;
vector.y = +1;
break;
case DIRECT_S:
vector.y = +1;
break;
case DIRECT_SO:
vector.x = -1;
vector.y = +1;
break;
case DIRECT_O:
vector.x = -1;
break;
case DIRECT_NO:
vector.x = -1;
vector.y = -1;
break;
case DIRECT_N:
vector.y = -1;
break;
case DIRECT_NE:
vector.x = +1;
vector.y = -1;
break;
}
return vector;
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}
// Constructeur.
CDecor::CDecor()
{
m_pSound = nullptr;
m_pUndoDecor = nullptr;
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m_celCoin.x = 90;
m_celCoin.y = 98;
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m_celHili.x = -1;
m_celOutline1.x = -1;
m_celOutline2.x = -1;
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m_bHiliRect = false; // pas de rectangle de sélection
m_shiftHili = 0;
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m_shiftOffset.x = 0;
m_shiftOffset.y = 0;
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m_nbBlupiHili = 0;
m_rankBlupiHili = -1;
m_rankHili = -1;
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m_bFog = false;
m_bBuild = false;
m_bInvincible = false;
m_bSuper = false;
m_bHideTooltips = false;
m_bInfo = false;
m_infoHeight = 100;
m_phase = 0;
m_totalTime = 0;
m_region = 0;
m_lastRegion = 999;
m_skill = 0;
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Init (CHFLOOR, 0);
BlupiFlush();
MoveFlush();
InitDrapeau();
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}
// Destructeur.
CDecor::~CDecor()
{
UndoClose(); // libère le buffer du undo
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}
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// Initialisation générale.
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void CDecor::Create (CSound *pSound, CPixmap *pPixmap)
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{
m_pSound = pSound;
m_pPixmap = pPixmap;
m_bOutline = false;
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}
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// Initialise le décor avec un sol plat partout.
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void CDecor::Init (Sint32 channel, Sint32 icon)
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{
Sint32 x, y;
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for (x = 0 ; x < MAXCELX / 2 ; x++)
{
for (y = 0 ; y < MAXCELY / 2 ; y++)
{
m_decor[x][y].floorChannel = channel;
m_decor[x][y].floorIcon = icon;
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m_decor[x][y].objectChannel = -1;
m_decor[x][y].objectIcon = -1;
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m_decor[x][y].fog = FOGHIDE; // caché
m_decor[x][y].rankMove = -1;
m_decor[x][y].workBlupi = -1;
m_decor[x][y].fire = 0;
}
}
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for (x = 0 ; x < MAXCELX ; x++)
{
for (y = 0 ; y < MAXCELY ; y++)
m_rankBlupi[x][y] = -1;
}
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m_bOutline = false;
m_bGroundRedraw = true;
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}
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// Initialise le décor après une modification.
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void CDecor::InitAfterBuild()
{
ClearFog(); // met tout sous le brouillard
ClearFire();
MoveFixInit();
InitDrapeau();
BlupiDeselect();
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}
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// Initialise les mises en évidence, avant de jouer.
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void CDecor::ResetHili()
{
m_bHiliRect = false; // plus de rectangle
InitOutlineRect();
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}
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// Charge les images nécessaires au décor.
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bool CDecor::LoadImages()
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{
POINT totalDim, iconDim;
char filename[50];
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if (m_region == m_lastRegion)
return true;
m_lastRegion = m_region;
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totalDim.x = DIMCELX * 2 * 16;
totalDim.y = DIMCELY * 2 * 6;
iconDim.x = DIMCELX * 2;
iconDim.y = DIMCELY * 2;
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sprintf (filename, "image/floor%.3d.png", m_region);
if (!m_pPixmap->Cache (CHFLOOR, filename, totalDim, iconDim))
return false;
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totalDim.x = DIMOBJX * 16;
totalDim.y = DIMOBJY * 8;
iconDim.x = DIMOBJX;
iconDim.y = DIMOBJY;
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sprintf (filename, "image/obj%.3d.png", m_region);
if (!m_pPixmap->Cache (CHOBJECT, filename, totalDim, iconDim))
return false;
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sprintf (filename, "image/obj-o%.3d.png", m_region);
if (!m_pPixmap->Cache (CHOBJECTo, filename, totalDim, iconDim))
return false;
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MapInitColors(); // init les couleurs pour la carte
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m_bGroundRedraw = true;
return true;
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}
// Met partout du brouillard, sauf aux endroits des blupi.
void CDecor::ClearFog()
{
Sint32 x, y, rank;
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for (x = 0 ; x < MAXCELX / 2 ; x++)
{
for (y = 0 ; y < MAXCELY / 2 ; y++)
{
m_decor[x][y].fog = FOGHIDE; // caché
}
}
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for (rank = 0 ; rank < MAXBLUPI ; rank++)
{
if (m_blupi[rank].bExist)
BlupiPushFog (rank);
}
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m_bOutline = false;
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}
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// Permet de nouveau aux cellules brulées de bruler.
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void CDecor::ClearFire()
{
Sint32 x, y;
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for (x = 0 ; x < MAXCELX / 2 ; x++)
{
for (y = 0 ; y < MAXCELY / 2 ; y++)
{
if (m_decor[x][y].fire >= MoveMaxFire()) // déjà brulé ?
{
m_decor[x][y].fire = 0; // pourra de nouveau bruler
}
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if (m_decor[x][y].fire > 1) // en train de bruler ?
{
m_decor[x][y].fire = 1; // début du feu
}
}
}
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}
// Indique le mode jeu/construction.
void CDecor::SetBuild (bool bBuild)
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{
m_bBuild = bBuild;
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}
// Indique s'il faut tenir compte du brouillard.
void CDecor::EnableFog (bool bEnable)
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{
m_bFog = bEnable;
m_bOutline = false;
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}
// Gestion du mode invincible.
bool CDecor::GetInvincible()
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{
return m_bInvincible;
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}
void CDecor::SetInvincible (bool bInvincible)
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{
m_bInvincible = bInvincible;
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}
// Gestion du mode costaud (superblupi).
bool CDecor::GetSuper()
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{
return m_bSuper;
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}
void CDecor::SetSuper (bool bSuper)
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{
m_bSuper = bSuper;
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}
// Bascule le mode outline.
void CDecor::FlipOutline()
{
m_bOutline = !m_bOutline;
m_timeFlipOutline = m_timeConst + 50;
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}
// Initialise un sol dans une cellule.
bool CDecor::PutFloor (POINT cel, Sint32 channel, Sint32 icon)
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{
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
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m_decor[cel.x / 2][cel.y / 2].floorChannel = channel;
m_decor[cel.x / 2][cel.y / 2].floorIcon = icon;
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m_bGroundRedraw = true;
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//? SubDrapeau(cel); // on pourra de nouveau planter un drapeau
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return true;
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}
// Initialise un objet dans une cellule.
bool CDecor::PutObject (POINT cel, Sint32 channel, Sint32 icon)
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{
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
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if (icon == -1)
channel = -1;
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m_decor[cel.x / 2][cel.y / 2].objectChannel = channel;
m_decor[cel.x / 2][cel.y / 2].objectIcon = icon;
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SubDrapeau (cel); // on pourra de nouveau planter un drapeau
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return true;
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}
// Retourne un sol dans une cellule.
bool CDecor::GetFloor (POINT cel, Sint32 &channel, Sint32 &icon)
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{
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
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channel = m_decor[cel.x / 2][cel.y / 2].floorChannel;
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
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return true;
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}
// Retourne une objet dans une cellule.
bool CDecor::GetObject (POINT cel, Sint32 &channel, Sint32 &icon)
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{
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
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channel = m_decor[cel.x / 2][cel.y / 2].objectChannel;
icon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
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return true;
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}
// Modifie le feu pour une cellule.
bool CDecor::SetFire (POINT cel, bool bFire)
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{
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
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m_decor[cel.x / 2][cel.y / 2].fire = bFire ? 1 : 0;
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return true;
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}
// Modifie l'offset pour le shift.
void CDecor::SetShiftOffset (POINT offset)
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{
m_shiftOffset = offset;
m_bGroundRedraw = true;
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}
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// Convertit la position d'une cellule en coordonnée graphique.
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POINT CDecor::ConvCelToPos (POINT cel)
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{
POINT pos;
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pos.x = ((cel.x - m_celCoin.x) - (cel.y - m_celCoin.y)) * (DIMCELX / 2);
pos.y = ((cel.x - m_celCoin.x) + (cel.y - m_celCoin.y)) * (DIMCELY / 2);
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pos.x += POSDRAWX + m_shiftOffset.x;
pos.y += POSDRAWY + m_shiftOffset.y;
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return pos;
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}
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// Convertit une coordonnée graphique en cellule.
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POINT CDecor::ConvPosToCel (POINT pos, bool bMap)
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{
POINT cel;
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if (bMap &&
pos.x >= POSMAPX && pos.x < POSMAPX + DIMMAPX &&
pos.y >= POSMAPY && pos.y < POSMAPY + DIMMAPY)
{
pos.x -= POSMAPX;
pos.y -= POSMAPY;
return ConvMapToCel (pos);
}
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pos.x -= POSDRAWX + DIMCELX / 2;
pos.y -= POSDRAWY;
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cel.x = (pos.y * DIMCELX + pos.x * DIMCELY) / (DIMCELX * DIMCELY);
// cel.y = (pos.y*DIMCELX - pos.x*DIMCELY) / (DIMCELX*DIMCELY);
cel.y = (pos.y * DIMCELX - pos.x * DIMCELY);
if (cel.y < 0)
cel.y -= (DIMCELX * DIMCELY);
cel.y /= (DIMCELX * DIMCELY);
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cel.x += m_celCoin.x;
cel.y += m_celCoin.y;
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return cel;
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}
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// Convertit une coordonnée graphique en grande cellule (2x2).
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POINT CDecor::ConvPosToCel2 (POINT pos)
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{
POINT cel;
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pos.x -= POSDRAWX + DIMCELX / 2;
pos.y -= POSDRAWY;
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if (m_celCoin.x % 2 != 0 && m_celCoin.y % 2 == 0)
{
pos.x += DIMCELX / 2;
pos.y += DIMCELY / 2;
}
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if (m_celCoin.x % 2 == 0 && m_celCoin.y % 2 != 0)
{
pos.x -= DIMCELX / 2;
pos.y += DIMCELY / 2;
}
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if (m_celCoin.x % 2 != 0 && m_celCoin.y % 2 != 0)
pos.y += DIMCELY;
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cel.x = (pos.y * DIMCELX * 2 + pos.x * DIMCELY * 2) / (DIMCELX * 2 * DIMCELY *
2);
// cel.y = (pos.y*DIMCELX*2 - pos.x*DIMCELY*2) / (DIMCELX*2*DIMCELY*2);
cel.y = (pos.y * DIMCELX * 2 - pos.x * DIMCELY * 2);
if (cel.y < 0)
cel.y -= (DIMCELX * 2 * DIMCELY * 2);
cel.y /= (DIMCELX * 2 * DIMCELY * 2);
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cel.x = (cel.x * 2 + m_celCoin.x) / 2 * 2;
cel.y = (cel.y * 2 + m_celCoin.y) / 2 * 2;
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return cel;
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}
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// Attribution des blupi aux différentes cellules.
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// Lorsque un blupi a deux positions (courante et destination),
// il faut toujours mettre blupi le plus au fond possible
// (minimiser x et y).
void CDecor::BuildPutBlupi()
{
Sint32 x, y, dx, dy, xMin, yMin, rank, clipLeft;
POINT pos;
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#if 0 // déjà fait au point (1), voir Build
for (x = 0 ; x < MAXCELX ; x++)
{
for (y = 0 ; y < MAXCELY ; y++)
m_rankBlupi[x][y] = -1;
}
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#endif
for (rank = 0 ; rank < MAXBLUPI ; rank++)
{
if (m_blupi[rank].bExist &&
m_blupi[rank].channel != -1 &&
m_blupi[rank].icon != -1)
{
xMin = m_blupi[rank].destCel.x;
if (xMin > m_blupi[rank].cel.x)
xMin = m_blupi[rank].cel.x;
yMin = m_blupi[rank].destCel.y;
if (yMin > m_blupi[rank].cel.y)
yMin = m_blupi[rank].cel.y;
// Si blupi entre dans une maison, il faut initialiser
// le clipping à gauche.
m_blupi[rank].clipLeft = 0; // pas de clipping
if (!m_bOutline &&
xMin > 0 && xMin % 2 == 1 && yMin % 2 == 1 &&
m_decor[xMin / 2][yMin / 2].objectChannel == CHOBJECT &&
(m_decor[xMin / 2][yMin / 2].objectIcon == 28 || // maison ?
m_decor[xMin / 2][yMin / 2].objectIcon == 101 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 103 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 105 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 116 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 120 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 18 || // usine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 122 || // mine ?
m_decor[xMin / 2][yMin / 2].objectIcon == 113) && // maison ?
m_blupi[rank].posZ > -DIMBLUPIY)
{
pos = ConvCelToPos (GetCel (xMin, yMin));
clipLeft = pos.x + 34;
if (clipLeft < POSDRAWX)
clipLeft = POSDRAWX;
m_blupi[rank].clipLeft = clipLeft;
}
x = m_blupi[rank].cel.x;
y = m_blupi[rank].cel.y;
dx = m_blupi[rank].destCel.x - x;
dy = m_blupi[rank].destCel.y - y;
if (dx != -dy) // déplacement non horizontal (ne/so) ?
{
if (dx < 0)
x = m_blupi[rank].destCel.x;
if (dy < 0)
y = m_blupi[rank].destCel.y;
}
if (dx == -1 && dy == 1) // déplacement "so" ?
{
x = m_blupi[rank].destCel.x;
y = m_blupi[rank].destCel.y;
}
if (x % 2 != 0)
{
if (IsFreeCelObstacle (GetCel (x, y + 0)) &&
!IsFreeCelObstacle (GetCel (x, y + 1)))
x --;
}
if (x % 2 == 0 && y % 2 != 0)
{
if (!IsFreeCelObstacle (GetCel (x + 1, y)))
y --;
}
if (x % 2 != 0 && y % 2 != 0 && dx != 0 && dy == 0)
{
if (!IsFreeCelObstacle (GetCel (x + 1, y - 1)))
x ++;
}
if (m_rankBlupi[x][y] != -1) // déjà occupé ?
{
if (x == m_blupi[rank].cel.x)
x --;
else
x = m_blupi[rank].cel.x;
if (m_rankBlupi[x][y] != -1) // déjà occupé ?
{
if (y == m_blupi[rank].cel.y)
y --;
else
y = m_blupi[rank].cel.y;
if (m_rankBlupi[x][y] != -1) // déjà occupé ?
{
//? OutputDebug(">>> Manque un blupi <<<\n");
continue; // que faire d'autre ?
}
}
}
m_rankBlupi[x][y] = rank;
}
}
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}
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// Dessine une cellule du décor contenant un sol animé.
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void CDecor::BuildMoveFloor (Sint32 x, Sint32 y, POINT pos, Sint32 rank)
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{
Sint32 icon, nb;
Sint16 *pTable;
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if (m_move[rank].rankIcons == 0)
{
icon = m_move[rank].maskIcon + m_move[rank].cTotal;
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m_pPixmap->BuildIconMask (m_move[rank].maskChannel,
icon,
m_move[rank].channel,
m_move[rank].icon, 0);
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m_pPixmap->DrawIcon (-1, m_move[rank].channel, 0, pos, true);
}
else
{
pTable = GetListIcons (m_move[rank].rankIcons);
nb = pTable[0];
icon = pTable[1 + m_move[rank].cTotal % nb];
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if (m_move[rank].cel.x % 2 == 1)
{
pos.x += DIMCELX / 2;
pos.y += DIMCELY / 2;
}
if (m_move[rank].cel.y % 2 == 1)
{
pos.x -= DIMCELX / 2;
pos.y += DIMCELY / 2;
}
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m_pPixmap->DrawIcon (-1, m_move[rank].channel, icon, pos);
}
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}
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// Dessine une cellule du décor contenant un objet animé.
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void CDecor::BuildMoveObject (Sint32 x, Sint32 y, POINT pos, Sint32 rank)
{
Sint32 hBuild, offset, startY, endY;
Sint32 channel, icon, nb;
Sint16 *pTable;
if (m_move[rank].rankMoves != 0)
{
pTable = GetListMoves (m_move[rank].rankMoves);
offset = m_move[rank].phase;
if (offset < pTable[0])
{
pos.x += pTable[1 + 2 * offset + 0];
pos.y += pTable[1 + 2 * offset + 1];
}
else
m_move[rank].rankMoves = 0;
}
// Dessine un chiffre par-dessus
if (m_move[rank].icon >= MOVEICONNB &&
m_move[rank].icon <= MOVEICONNB + 100)
{
POINT textPos;
char string[20];
m_pPixmap->DrawIcon (-1, m_decor[x / 2][y / 2].objectChannel,
m_decor[x / 2][y / 2].objectIcon,
pos);
sprintf (string, "%d", m_move[rank].icon - MOVEICONNB);
textPos.x = pos.x + DIMCELX / 2 + 32;
textPos.y = pos.y + (DIMOBJY - DIMCELY * 2) + 36;
DrawTextCenter (m_pPixmap, textPos, string, FONTLITTLE);
}
else
{
hBuild = (m_move[rank].cTotal * m_move[rank].stepY) / 100;
if (m_move[rank].stepY >= 0)
{
if (hBuild <= 0)
hBuild = 0;
if (hBuild > DIMOBJY)
hBuild = DIMOBJY;
}
else
{
if (hBuild >= 0)
hBuild = 0;
if (hBuild < -DIMOBJY)
hBuild = -DIMOBJY;
}
// Dessine l'objet actuellement dans le décor.
if (m_decor[x / 2][y / 2].objectChannel >= 0)
{
if (hBuild >= 0)
{
startY = 0;
endY = DIMOBJY - hBuild;
}
else
{
startY = -hBuild;
endY = DIMOBJY;
}
channel = m_decor[x / 2][y / 2].objectChannel;
if (m_bOutline && channel == CHOBJECT)
channel = CHOBJECTo;
m_pPixmap->DrawIconPart (-1, channel,
m_decor[x / 2][y / 2].objectIcon,
pos, startY, endY);
}
// Dessine le nouvel objet par-dessus.
if (m_move[rank].icon >= 0)
{
if (hBuild >= 0)
{
startY = DIMOBJY - hBuild;
endY = DIMOBJY;
}
else
{
startY = 0;
endY = -hBuild;
}
channel = m_move[rank].channel;
if (m_bOutline && channel == CHOBJECT)
channel = CHOBJECTo;
m_pPixmap->DrawIconPart (-1, channel, m_move[rank].icon,
pos, startY, endY);
}
}
// Dessine le feu ou les rayons.
if (m_move[rank].rankIcons != 0)
{
pTable = GetListIcons (m_move[rank].rankIcons);
nb = pTable[0];
icon = pTable[1 + m_move[rank].cTotal % nb];
m_pPixmap->DrawIcon (-1, m_move[rank].channel, icon, pos);
}
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}
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// Déplace l'objet transporté par blupi.
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void BuildMoveTransport (Sint32 icon, POINT &pos)
{
pos.x -= DIMCELX / 2;
pos.y -= 96;
static Sint32 offset_bateau[16 * 2] =
{
-4, -3, // e
-2, -3,
-1, -3, // se
+1, -3,
+2, -3, // s
+5, -2,
+6, -2, // so
+5, -1,
+1, 0, // o
-1, 0,
-2, 0, // no
-2, 0,
-3, 0, // n
-4, -1,
-5, -1, // ne
-4, -2,
};
static Sint32 offset_jeep[16 * 2] =
{
-2, -6, // e
-1, -6,
-1, -6, // se
-1, -6,
+3, -6, // s
+1, -6,
+4, -6, // so
+4, -5,
+4, -5, // o
+2, -5,
+1, -4, // no
+1, -4,
-3, -3, // n
-4, -4,
-3, -4, // ne
-4, -4,
};
if (icon >= 0 && icon <= 47)
pos.y -= (icon % 3) * 2;
if (icon == 114) // mange ?
{
pos.x += 1;
pos.y += 1;
}
if (icon == 106) // se penche (mèche dynamite) ?
{
pos.x += 8;
pos.y += 10;
}
if (icon == 194) // se penche (mèche dynamite) ?
{
pos.x += 9;
pos.y += 9;
}
if (icon == 347) // se penche (armure) ?
{
pos.x += 2;
pos.y += 2;
}
if (icon >= 234 && icon <= 249) // blupi en bateau ?
{
pos.x += offset_bateau[ (icon - 234) * 2 + 0];
pos.y += offset_bateau[ (icon - 234) * 2 + 1];
}
if (icon >= 250 && icon <= 265) // blupi en jeep ?
{
pos.x += offset_jeep[ (icon - 250) * 2 + 0];
pos.y += offset_jeep[ (icon - 250) * 2 + 1];
}
if (icon == 270)
pos.y += 3; // blupi électrocuté
if (icon == 271)
pos.y -= 2;
if (icon == 272)
pos.y -= 7;
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}
// Construit tous les sols fixes dans CHGROUND.
void CDecor::BuildGround (RECT clip)
{
//? OutputDebug("BuildGround\n");
Sint32 x, y, i, j, nbx, nby, width, height, channel, icon;
POINT iCel, mCel, iPos, mPos, cPos, pos;
width = clip.right - clip.left;
height = clip.bottom - clip.top;
pos.x = clip.left;
pos.y = clip.top;
iCel = ConvPosToCel (pos);
mCel = iCel;
if (mCel.x % 2 == 0 && mCel.y % 2 == 0)
{
iCel.x -= 2;
width += DIMCELX;
height += DIMCELY;
}
if (mCel.x % 2 != 0 && mCel.y % 2 != 0)
{
iCel.x -= 3;
iCel.y -= 1;
width += DIMCELX;
height += DIMCELY * 2;
}
if (mCel.x % 2 == 0 && mCel.y % 2 != 0)
{
iCel.x -= 2;
iCel.y -= 1;
width += DIMCELX / 2;
height += (DIMCELY / 2) * 3;
}
if (mCel.x % 2 != 0 && mCel.y % 2 == 0)
{
iCel.x -= 3;
width += (DIMCELX / 2) * 3;
height += (DIMCELY / 2) * 3;
}
iPos = ConvCelToPos (iCel);
nbx = (width / DIMCELX) + 1;
nby = (height / (DIMCELY / 2)) + 0;
if (GetInfoHeight() != 0)
{
nbx += 2;
nby += 2;
}
// Construit les sols.
mCel = iCel;
mPos = iPos;
for (j = 0 ; j < nby ; j++)
{
x = mCel.x;
y = mCel.y;
cPos = mPos;
for (i = 0 ; i < nbx ; i++)
{
// if ( x >= 0 && x < MAXCELX &&
// y >= 0 && y < MAXCELY &&
// x%2 == 0 && y%2 == 0 &&
// m_decor[x/2][y/2].floorChannel >= 0 &&
// m_decor[x/2][y/2].floorIcon >= 0 )
if (x % 2 == 0 && y % 2 == 0)
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y;
if (x >= 2 && x < MAXCELX - 2 &&
y >= 2 && y < MAXCELY - 2 &&
m_decor[x / 2][y / 2].floorChannel >= 0 &&
m_decor[x / 2][y / 2].floorIcon >= 0)
{
channel = m_decor[x / 2][y / 2].floorChannel;
icon = m_decor[x / 2][y / 2].floorIcon;
}
else
{
channel = CHFLOOR;
icon = 78; // losange noir
}
if (!m_bBuild && icon == 71) // terre à fer ?
{
icon = 33; // terre normale !
}
// Dessine l'eau sous les rives et les ponts.
if ((icon >= 2 && icon <= 13) || // rive ?
(icon >= 59 && icon <= 64)) // pont ?
{
m_pPixmap->DrawIcon (CHGROUND, CHFLOOR, 14, pos); // eau
}
m_pPixmap->DrawIcon (CHGROUND, channel, icon, pos);
}
x ++;
y --;
cPos.x += DIMCELX;
}
if (j % 2 == 0)
{
mCel.y ++;
mPos.x -= DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
else
{
mCel.x ++;
mPos.x += DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
}
m_bGroundRedraw = false;
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}
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// Construit le décor dans un pixmap.
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void CDecor::Build (RECT clip, POINT posMouse)
{
Sint32 x, y, i, j, nbx, nby, width, height, rank, icon, channel, n;
POINT iCel, mCel, cel, iPos, mPos, cPos, pos, tPos;
RECT oldClip, clipRect;
static Sint32 table_eau[6] =
{
70, 68, 14, 69, 14, 68
};
static Sint32 table_random_x[10] =
{
2, 5, 1, 9, 4, 0, 6, 3, 8, 7
};
static Sint32 table_random_y[10] =
{
4, 8, 3, 5, 9, 1, 7, 2, 0, 6
};
oldClip = m_pPixmap->GetClipping();
m_pPixmap->SetClipping (clip);
if (m_bGroundRedraw)
{
BuildGround (clip); // refait les sols fixes
}
// Dessine tous les sols fixes.
m_pPixmap->DrawImage (-1, CHGROUND, clip);
width = clip.right - clip.left;
height = clip.bottom - clip.top;
pos.x = clip.left;
pos.y = clip.top;
iCel = ConvPosToCel (pos);
mCel = iCel;
if (mCel.x % 2 == 0 && mCel.y % 2 == 0)
{
iCel.x -= 2;
width += DIMCELX;
height += DIMCELY;
}
if (mCel.x % 2 != 0 && mCel.y % 2 != 0)
{
iCel.x -= 3;
iCel.y -= 1;
width += DIMCELX;
height += DIMCELY * 2;
}
if (mCel.x % 2 == 0 && mCel.y % 2 != 0)
{
iCel.x -= 2;
iCel.y -= 1;
width += DIMCELX / 2;
height += (DIMCELY / 2) * 3;
}
if (mCel.x % 2 != 0 && mCel.y % 2 == 0)
{
iCel.x -= 3;
width += (DIMCELX / 2) * 3;
height += (DIMCELY / 2) * 3;
}
iPos = ConvCelToPos (iCel);
nbx = (width / DIMCELX) + 1;
nby = (height / (DIMCELY / 2)) + 0;
if (GetInfoHeight() != 0)
{
nbx += 2;
nby += 2;
}
// Construit les sols.
mCel = iCel;
mPos = iPos;
for (j = 0 ; j < nby ; j++)
{
x = mCel.x;
y = mCel.y;
cPos = mPos;
for (i = 0 ; i < nbx ; i++)
{
if (x >= 2 && x < MAXCELX - 2 &&
y >= 2 && y < MAXCELY - 2)
{
m_rankBlupi[x][y] = -1; // (1), voir BuildPutBlupi
if (x % 2 == 0 && y % 2 == 0)
{
icon = m_decor[x / 2][y / 2].floorIcon;
if (!m_bBuild && icon == 71) // terre à fer ?
{
icon = 33; // terre normale !
}
// Dessine l'eau sous les rives et les ponts.
if ((icon >= 2 && icon <= 14) || // rive ?
(icon >= 59 && icon <= 64)) // pont ?
{
// Dessine l'eau en mouvement.
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y;
n = table_eau[ (m_timeConst / 2 + // lent !
table_random_x[x % 10] +
table_random_y[y % 10]) % 6];
m_pPixmap->DrawIcon (CHGROUND, CHFLOOR, n, pos); // eau
if (icon != 14)
m_pPixmap->DrawIcon (CHGROUND, CHFLOOR, icon, pos);
}
rank = m_decor[x / 2][y / 2].rankMove;
if (rank != -1 && // décor animé ?
m_move[rank].bFloor)
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y;
BuildMoveFloor (x, y, pos, rank);
}
}
}
if (m_celHili.x != -1 &&
x >= m_celHili.x - 1 && x <= m_celHili.x + 2 &&
y >= m_celHili.y - 1 && y <= m_celHili.y + 2)
{
icon = m_iconHili[x - (m_celHili.x - 1)]
[y - (m_celHili.y - 1)];
if (icon != -1)
{
// hilight cellule
m_pPixmap->DrawIconDemi (-1, CHBLUPI, icon, cPos);
}
}
if (m_bHiliRect) // rectangle de sélection existe ?
{
if ((m_p1Hili.x == x && m_p1Hili.y == y) ||
(m_p2Hili.x == x && m_p2Hili.y == y))
m_pPixmap->DrawIconDemi (-1, CHBLUPI, ICON_HILI_SEL, cPos);
}
x ++;
y --;
cPos.x += DIMCELX;
}
if (j % 2 == 0)
{
mCel.y ++;
mPos.x -= DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
else
{
mCel.x ++;
mPos.x += DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
}
for (j = nby ; j < nby + 3 ; j++)
{
x = mCel.x;
y = mCel.y;
for (i = 0 ; i < nbx ; i++)
{
if (x >= 2 && x < MAXCELX - 2 &&
y >= 2 && y < MAXCELY - 2)
{
m_rankBlupi[x][y] = -1; // (1), voir BuildPutBlupi
}
x ++;
y --;
}
if (j % 2 == 0)
mCel.y ++;
else
mCel.x ++;
}
BlupiDrawHili(); // dessine le rectangle de sélection
// Construit les objets et les blupi.
BuildPutBlupi(); // m_rankBlupi[x][y] <- rangs des blupi
mCel = iCel;
mPos = iPos;
for (j = 0 ; j < nby + 3 ; j++)
{
x = mCel.x;
y = mCel.y;
cPos = mPos;
for (i = 0 ; i < nbx ; i++)
{
if (x >= 2 && x < MAXCELX - 2 &&
y >= 2 && y < MAXCELY - 2)
{
rank = m_rankBlupi[x][y];
if (rank != -1 && // un blupi sur cette cellule ?
!m_blupi[rank].bCache)
{
cel.x = m_blupi[rank].cel.x;
cel.y = m_blupi[rank].cel.y;
pos = ConvCelToPos (cel);
pos.x += m_blupi[rank].pos.x;
pos.y += m_blupi[rank].pos.y - (DIMBLUPIY - DIMCELY) - SHIFTBLUPIY;
if (m_blupi[rank].bHili)
{
icon = 120 + (m_blupi[rank].energy * 18) / MAXENERGY;
if (icon < 120)
icon = 120;
if (icon > 137)
icon = 137;
tPos = pos;
tPos.y += DIMCELY;
if (m_blupi[rank].vehicule == 1) // en bateau ?
tPos.y -= 6;
// Dessine la sélection/énergie
if (m_blupi[rank].clipLeft == 0)
m_pPixmap->DrawIconDemi (-1, CHBLUPI, icon, tPos);
else
{
clipRect = clip;
clipRect.left = m_blupi[rank].clipLeft;
m_pPixmap->SetClipping (clipRect);
m_pPixmap->DrawIconDemi (-1, CHBLUPI, icon, tPos);
m_pPixmap->SetClipping (clip);
}
}
// Dessine la flèche ronde "répète" sous blupi.
if (m_blupi[rank].repeatLevel != -1)
{
tPos = pos;
tPos.y += DIMCELY;
if (m_blupi[rank].vehicule == 1) // en bateau ?
tPos.y -= 6;
// Dessine la sélection/énergie
if (m_blupi[rank].clipLeft == 0)
m_pPixmap->DrawIconDemi (-1, CHBLUPI, 116, tPos);
else
{
clipRect = clip;
clipRect.left = m_blupi[rank].clipLeft;
m_pPixmap->SetClipping (clipRect);
m_pPixmap->DrawIconDemi (-1, CHBLUPI, 116, tPos);
m_pPixmap->SetClipping (clip);
}
}
// Dessine la flèche jaune sur blupi.
if (m_blupi[rank].bArrow)
{
tPos = pos;
if (m_phase % (6 * 2) < 6)
tPos.y -= DIMBLUPIY + (m_phase % 6) * 4;
else
tPos.y -= DIMBLUPIY + (6 - (m_phase % 6) - 1) * 4;
m_pPixmap->DrawIcon (-1, CHBLUPI, 132, tPos);
}
// Dessine le stop sur blupi.
if (m_blupi[rank].stop == 1)
{
tPos = pos;
tPos.x += 9;
tPos.y -= 24;
m_pPixmap->DrawIcon (-1, CHBUTTON, 46, tPos);
}
// Dessine blupi
pos.y += m_blupi[rank].posZ;
if (m_blupi[rank].clipLeft == 0)
{
m_pPixmap->DrawIcon (-1, m_blupi[rank].channel,
m_blupi[rank].icon, pos);
// Dessine l'objet transporté.
if (m_blupi[rank].takeChannel != -1)
{
BuildMoveTransport (m_blupi[rank].icon, pos);
m_pPixmap->DrawIcon (-1, m_blupi[rank].takeChannel,
m_blupi[rank].takeIcon, pos);
}
}
else
{
clipRect = clip;
clipRect.left = m_blupi[rank].clipLeft;
m_pPixmap->SetClipping (clipRect);
m_pPixmap->DrawIcon (-1, m_blupi[rank].channel,
m_blupi[rank].icon, pos);
// Dessine l'objet transporté.
if (m_blupi[rank].takeChannel != -1)
{
BuildMoveTransport (m_blupi[rank].icon, pos);
m_pPixmap->DrawIcon (-1, m_blupi[rank].takeChannel,
m_blupi[rank].takeIcon, pos);
}
m_pPixmap->SetClipping (clip);
}
}
if (x % 2 == 0 && y % 2 == 0)
{
rank = m_decor[x / 2][y / 2].rankMove;
if (m_decor[x / 2][y / 2].objectChannel >= 0)
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y - (DIMOBJY - DIMCELY * 2);
// Dessine l'objet
if (rank == -1 || // décor fixe ?
m_move[rank].bFloor ||
m_bBuild)
{
channel = m_decor[x / 2][y / 2].objectChannel;
if (m_bOutline && channel == CHOBJECT)
channel = CHOBJECTo;
if (m_celOutline1.x != -1 &&
x >= m_celOutline1.x && y >= m_celOutline1.y &&
x <= m_celOutline2.x && y <= m_celOutline2.y)
{
if (channel == CHOBJECT)
channel = CHOBJECTo;
else
channel = CHOBJECT;
}
m_pPixmap->DrawIcon (-1, channel,
m_decor[x / 2][y / 2].objectIcon,
pos);
if (m_decor[x / 2][y / 2].objectIcon == 12) // fusée ?
{
pos.y -= DIMOBJY;
m_pPixmap->DrawIcon (-1, channel, 13, pos);
}
}
else // décor animé ?
BuildMoveObject (x, y, pos, rank);
}
else
{
if (rank != -1 && // décor animé ?
!m_move[rank].bFloor &&
!m_bBuild)
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y - (DIMOBJY - DIMCELY * 2);
BuildMoveObject (x, y, pos, rank);
}
}
// Dessine le feu en mode construction.
if (m_bBuild &&
m_decor[x / 2][y / 2].fire > 0 &&
m_decor[x / 2][y / 2].fire < MoveMaxFire())
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y - (DIMOBJY - DIMCELY * 2);
m_pPixmap->DrawIcon (-1, CHOBJECT, 49, pos); // petite flamme
}
}
}
x ++;
y --;
cPos.x += DIMCELX;
}
if (j % 2 == 0)
{
mCel.y ++;
mPos.x -= DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
else
{
mCel.x ++;
mPos.x += DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
}
// Construit le brouillard.
if (!m_bFog)
goto term;
if (m_shiftOffset.x < 0) // décalage à droite ?
nbx += 2;
if (m_shiftOffset.y < 0) // décalage en bas ?
nby += 2;
if (m_shiftOffset.x > 0) // décalage à gauche ?
{
nbx += 2;
iCel.x --;
iCel.y ++;
iPos = ConvCelToPos (iCel);
}
if (m_shiftOffset.y > 0) // décalage en haut ?
{
nby += 2;
iCel.x --;
iCel.y --;
iPos = ConvCelToPos (iCel);
}
mCel = iCel;
mPos = iPos;
for (j = 0 ; j < nby ; j++)
{
x = mCel.x;
y = mCel.y;
cPos = mPos;
for (i = 0 ; i < nbx ; i++)
{
if (x >= 0 && x < MAXCELX &&
y >= 0 && y < MAXCELY &&
x % 2 == 0 && y % 2 == 0)
icon = m_decor[x / 2][y / 2].fog;
else
{
icon = FOGHIDE; // caché
}
if (abs (x) % 4 == abs (y) % 4 &&
(abs (x) % 4 == 0 || abs (x) % 4 == 2) &&
icon != -1)
{
pos.x = cPos.x - DIMCELX / 2;
pos.y = cPos.y;
m_pPixmap->DrawIcon (-1, CHFOG, icon, pos);
}
x ++;
y --;
cPos.x += DIMCELX;
}
if (j % 2 == 0)
{
mCel.y ++;
mPos.x -= DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
else
{
mCel.x ++;
mPos.x += DIMCELX / 2;
mPos.y += DIMCELY / 2;
}
}
term:
// Dessine la flèche jaune sur un objet.
if (m_celArrow.x != -1)
{
tPos = ConvCelToPos (m_celArrow);
if (m_phase % (6 * 2) < 6)
tPos.y -= DIMBLUPIY + (m_phase % 6) * 4;
else
tPos.y -= DIMBLUPIY + (6 - (m_phase % 6) - 1) * 4;
m_pPixmap->DrawIcon (-1, CHBLUPI, 132, tPos);
}
// Dessine le nom de l'objet pointé par la souris.
if (posMouse.x == m_textLastPos.x &&
posMouse.y == m_textLastPos.y)
{
if (m_textCount == 0)
{
const auto text = GetResHili (posMouse);
if (text)
{
posMouse.x += 10;
posMouse.y += 20;
DrawText (m_pPixmap, posMouse, text);
}
}
else
m_textCount --;
}
else
{
m_textLastPos = posMouse;
m_textCount = TEXTDELAY;
}
m_pPixmap->SetClipping (oldClip);
GenerateMap(); // dessine la carte miniature
GenerateStatictic(); // dessine les statistiques
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}
// Augmente la phase.
// -1 mise à jour continue
// 0 début de mise à jour périodique
// 1 mise à jour périodique suivante
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void CDecor::NextPhase (Sint32 mode)
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{
if (mode == -1)
m_phase = -1;
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if (mode == 0)
m_phase = 0;
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if (mode == 1)
m_phase ++;
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m_totalTime ++;
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}
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// Modifie le temps total passé dans cette partie.
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void CDecor::SetTotalTime (Sint32 total)
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{
m_totalTime = total;
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}
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// Retourne le temps total passé dans cette partie.
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Sint32 CDecor::GetTotalTime()
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{
return m_totalTime;
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}
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// Compte le nombre total de sols contenus dans les décors.
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Sint32 CDecor::CountFloor (Sint32 channel, Sint32 icon)
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{
Sint32 x, y;
Sint32 nb = 0;
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for (x = 0 ; x < MAXCELX / 2 ; x++)
{
for (y = 0 ; y < MAXCELY / 2 ; y++)
{
if (channel == m_decor[x][y].floorChannel &&
icon == m_decor[x][y].floorIcon)
nb ++;
}
}
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return nb;
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}
// Indique si une cellule est ok pour une action.
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// Le rang du blupi qui effectuera le travail est donnée dans rank.
// action = 0 sélection jeu
// 1 construction d'une cellule 1x1
// 2 construction d'une cellule 2x2
// WM_ACTION* action
Sint32 CDecor::CelOkForAction (POINT cel, Sint32 action, Sint32 rank,
Sint32 icons[4][4],
POINT &celOutline1,
POINT &celOutline2)
{
Sint32 x, y, i, j, channel, icon, nb, start, direct;
Sint32 error = 0;
bool bStrong = false;
bool bTransport = false;
bool bVehicule = false;
bool bVehiculeA = false;
POINT vector;
for (x = 0 ; x < 4 ; x++)
{
for (y = 0 ; y < 4 ; y++)
icons[x][y] = -1;
}
celOutline1.x = -1;
celOutline2.x = -1;
if (action == 2 ||
action == WM_ACTION_ABAT1 ||
action == WM_ACTION_ROC1 ||
action == WM_ACTION_DEPOSE ||
action == WM_ACTION_LABO ||
action == WM_ACTION_FLEUR1 ||
action == WM_ACTION_CULTIVE ||
action == WM_ACTION_DRAPEAU)
{
cel.x = (cel.x / 2) * 2;
cel.y = (cel.y / 2) * 2;
}
if (rank >= 0)
{
if (m_blupi[rank].energy > MAXENERGY / 4) // blupi fort ?
bStrong = true;
if (m_blupi[rank].takeChannel != -1) // porte qq chose ?
bTransport = true;
if (m_blupi[rank].vehicule != 0) // pas à pied ?
bVehicule = true;
if (m_blupi[rank].vehicule != 0 && // pas à pied ?
m_blupi[rank].vehicule != 3) // pas armure ?
bVehiculeA = true;
}
if (action == 0)
{
if (IsBlupiHere (cel, false))
icons[1][1] = ICON_HILI_SEL;
else
{
if (IsFreeCel (cel, -1) && m_nbBlupiHili > 0)
icons[1][1] = ICON_HILI_ANY;
else
icons[1][1] = ICON_HILI_ERR;
}
}
if (action == 1)
{
icons[1][1] = ICON_HILI_BUILD; // action
}
if (action == 2)
{
icons[1][1] = ICON_HILI_BUILD; // action
icons[2][1] = ICON_HILI_BUILD;
icons[1][2] = ICON_HILI_BUILD;
icons[2][2] = ICON_HILI_BUILD;
}
if (action == WM_ACTION_STOP)
{
error = ERROR_MISC;
if (m_blupi[rank].stop == 0 &&
(m_blupi[rank].goalAction == WM_ACTION_GO ||
(m_blupi[rank].goalAction >= WM_ACTION_ABAT1 &&
m_blupi[rank].goalAction <= WM_ACTION_ABAT6) ||
(m_blupi[rank].goalAction >= WM_ACTION_ROC1 &&
m_blupi[rank].goalAction <= WM_ACTION_ROC7) ||
m_blupi[rank].goalAction == WM_ACTION_CULTIVE ||
m_blupi[rank].goalAction == WM_ACTION_CULTIVE2 ||
m_blupi[rank].goalAction == WM_ACTION_DRAPEAU ||
m_blupi[rank].goalAction == WM_ACTION_DRAPEAU2 ||
m_blupi[rank].goalAction == WM_ACTION_DRAPEAU3 ||
m_blupi[rank].goalAction == WM_ACTION_FLEUR1 ||
m_blupi[rank].goalAction == WM_ACTION_FLEUR2 ||
m_blupi[rank].goalAction == WM_ACTION_FLEUR3))
error = 0;
if (m_blupi[rank].stop == 0 &&
m_blupi[rank].goalAction != 0 &&
m_blupi[rank].interrupt == 1)
error = 0;
if (m_blupi[rank].repeatLevel != -1)
error = 0;
}
if (action == WM_ACTION_GO)
{
if (m_decor[cel.x / 2][cel.y / 2].objectIcon == 113) // maison ?
{
cel.x = (cel.x / 2) * 2 + 1;
cel.y = (cel.y / 2) * 2 + 1;
}
error = ERROR_MISC;
if (m_nbBlupiHili > 0)
{
nb = m_nbBlupiHili;
if (nb > 16)
nb = 16;
for (i = 0 ; i < nb ; i++)
{
x = table_multi_goal[i * 2 + 0];
y = table_multi_goal[i * 2 + 1];
rank = GetHiliRankBlupi (i);
if (((m_blupi[rank].takeChannel == -1) ||
(m_blupi[rank].energy > MAXENERGY / 4)) &&
IsFreeCelGo (GetCel (cel.x + x, cel.y + y), rank) &&
!IsBlupiHere (GetCel (cel.x + x, cel.y + y), true))
{
//? icons[1+x][1+y] = ICON_HILI_GO; // flèche
icons[1 + x][1 + y] = ICON_HILI_OP; // action
error = 0;
}
else
icons[1 + x][1 + y] = ICON_HILI_ERR;
}
}
else
icons[1][1] = ICON_HILI_ERR;
}
if (action == WM_ACTION_ABAT1)
{
GetObject (cel, channel, icon);
if (bStrong && !bTransport && !bVehicule &&
channel == CHOBJECT && icon >= 6 && icon <= 11 && // arbre ?
!MoveIsUsed (cel) &&
IsWorkableObject (cel, rank))
{
icons[1][1] = ICON_HILI_OP; // action
icons[2][1] = ICON_HILI_OP;
icons[1][2] = ICON_HILI_OP;
icons[2][2] = ICON_HILI_OP;
celOutline1 = cel;
celOutline2 = cel;
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
icons[2][1] = ICON_HILI_ERR;
icons[1][2] = ICON_HILI_ERR;
icons[2][2] = ICON_HILI_ERR;
error = ERROR_MISC;
}
}
if (action == WM_ACTION_ROC1)
{
GetObject (cel, channel, icon);
if (bStrong && !bTransport && !bVehicule &&
m_blupi[rank].perso != 8 && // pas disciple ?
channel == CHOBJECT && icon >= 37 && icon <= 43 && // rochers ?
!MoveIsUsed (cel) &&
IsWorkableObject (cel, rank))
{
icons[1][1] = ICON_HILI_OP; // action
icons[2][1] = ICON_HILI_OP;
icons[1][2] = ICON_HILI_OP;
icons[2][2] = ICON_HILI_OP;
celOutline1 = cel;
celOutline2 = cel;
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
icons[2][1] = ICON_HILI_ERR;
icons[1][2] = ICON_HILI_ERR;
icons[2][2] = ICON_HILI_ERR;
error = ERROR_MISC;
}
}
if (action >= WM_ACTION_BUILD1 &&
action <= WM_ACTION_BUILD6)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
if (action == WM_ACTION_BUILD1 || // cabane ?
action == WM_ACTION_BUILD2 || // couveuse ?
action == WM_ACTION_BUILD6) // téléporteur ?
{
GetFloor (cel, channel, icon);
if (channel != CHFLOOR ||
(icon != 1 && // herbe claire ?
(icon < 19 || icon > 32))) // herbe foncée ?
{
error = ERROR_GROUND; // sol pas adéquat
}
}
if (action == WM_ACTION_BUILD4) // mine ?
{
GetFloor (cel, channel, icon);
if (channel != CHFLOOR || icon != 71) // terre à fer ?
{
error = ERROR_GROUND; // sol pas adéquat
}
}
if (action == WM_ACTION_BUILD6 && // téléporteur ?
CountFloor (CHFLOOR, 80) >= 2) // déjà 2 ?
{
error = ERROR_TELE2; // déjà 2 téléporteurs
}
if (action == WM_ACTION_BUILD3 ||
action == WM_ACTION_BUILD5)
start = 44; // pierres
else
start = 36; // planches
if (start == 44 &&
m_blupi[rank].perso == 8)
start = 999; // disciple ?
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != start) // planches ?
{
error = ERROR_MISC; // pas de planches !
}
for (x = -1 ; x < 3 ; x++)
{
for (y = -1 ; y < 3 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = -1 ; x < 3 ; x++)
{
for (y = -1 ; y < 3 ; y++)
{
if ((x < 0 || x > 1 || y < 0 || y > 1) &&
!IsFreeCel (GetCel (cel, x, y), rank))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_MUR)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule ||
m_blupi[rank].perso == 8) // disciple ?
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 44) // pierres ?
{
error = ERROR_MISC; // pas de pierres !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_TOUR)
{
bool bTour;
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule ||
m_blupi[rank].perso == 8) // disciple ?
{
error = ERROR_MISC; // pas assez fort
}
// GetFloor(cel, channel, icon);
// if ( channel != CHFLOOR ||
// (icon != 1 && // herbe claire ?
// (icon < 19 || icon > 32)) ) // herbe foncée ?
// {
// error = ERROR_GROUND; // sol pas adéquat
// }
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 44) // pierres ?
{
error = ERROR_MISC; // pas de pierres !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = -1 ; x < 3 ; x++)
{
for (y = -1 ; y < 3 ; y++)
{
if (x < 0 || x > 1 || y < 0 || y > 1) // périphérie ?
{
GetFloor (GetCel (cel, x, y), channel, icon);
if (channel == CHFLOOR &&
(icon >= 2 && icon <= 13)) // rive ?
{
error = ERROR_TOUREAU;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
if (error == 0)
{
bTour = false;
for (i = 0 ; i < 4 ; i++)
{
vector = GetVector (i * 2 * 16);
x = cel.x;
y = cel.y;
for (j = 0 ; j < 3 ; j++)
{
x += vector.x * 2;
y += vector.y * 2;
if (m_decor[x / 2][y / 2].objectIcon == 27) // tour ?
bTour = true;
if (MoveGetObject (GetCel (x, y), channel, icon) &&
channel == CHOBJECT && icon == 27) // tour en construction ?
bTour = true;
}
}
if (!bTour)
error = ERROR_TOURISOL;
}
}
}
if (action == WM_ACTION_PALIS)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 36) // planches ?
{
error = ERROR_MISC; // pas de pierres !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_PONTE)
{
POINT test;
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 36) // planches ?
{
error = ERROR_MISC; // pas de pierres !
}
test = cel;
if (error == 0)
error = IsBuildPont (test, icon);
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_CARRY)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
GetObject (GetCel (cel, -1, -1), channel, icon);
if (bStrong && !bTransport && !bVehiculeA &&
channel == CHOBJECT &&
(icon == 14 || // métal ?
icon == 36 || // planches ?
icon == 44 || // pierres ?
icon == 60 || // tomates ?
icon == 63 || // oeufs ?
icon == 80 || // bouteille ?
icon == 82 || // fleurs ?
icon == 84 || // fleurs ?
icon == 95 || // fleurs ?
icon == 85 || // dynamite ?
icon == 92 || // poison ?
icon == 93 || // piège ?
icon == 123 || // fer ?
icon == 125) && // mine ?
(!IsBlupiHereEx (GetCel (cel, -1, 0), rank, false) ||
!IsBlupiHereEx (GetCel (cel, 0, -1), rank, false)))
{
icons[1][1] = ICON_HILI_OP; // action
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
error = ERROR_MISC;
}
}
}
if (action == WM_ACTION_DEPOSE)
{
if (!bTransport || bVehiculeA)
{
error = ERROR_MISC; // ne transporte rien
}
GetObject (GetCel ((cel.x / 2) * 2, (cel.y / 2) * 2), channel, icon);
if (icon != -1 && icon != 124) // pas drapeau ?
error = ERROR_MISC;
start = 0;
if (error == 0)
{
GetFloor (cel, channel, icon);
if (channel == CHFLOOR && icon == 52 && // nurserie ?
m_blupi[rank].takeChannel == CHOBJECT &&
m_blupi[rank].takeIcon == 63) // oeufs ?
{
for (x = -1 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (!IsFreeCelDepose (GetCel (cel, x, y), rank) ||
IsBlupiHereEx (GetCel (cel, x, y), rank, false))
error = ERROR_MISC;
}
}
start = -1;
}
else
{
if (!IsFreeCelDepose (GetCel (cel, 1, 1), rank) ||
IsBlupiHereEx (GetCel (cel, 1, 1), rank, false))
error = ERROR_MISC;
else
{
if (!IsFreeCelDepose (GetCel (cel, 0, 1), rank) ||
IsBlupiHereEx (GetCel (cel, 0, 1), rank, false))
{
if (!IsFreeCelDepose (GetCel (cel, 1, 0), rank) ||
IsBlupiHereEx (GetCel (cel, 1, 0), rank, false))
error = ERROR_MISC;
}
}
}
}
for (x = start ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
}
if (action == WM_ACTION_CULTIVE)
{
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 61) // maison ?
{
error = ERROR_MISC; // pas de maison !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
if (action == WM_ACTION_LABO)
{
if (!bStrong || !bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 28 || // laboratoire ?
m_blupi[rank].takeChannel != CHOBJECT ||
(m_blupi[rank].takeIcon != 82 && // fleurs ?
m_blupi[rank].takeIcon != 84 && // fleurs ?
m_blupi[rank].takeIcon != 95 && // fleurs ?
m_blupi[rank].takeIcon != 60)) // tomates ?
{
error = ERROR_MISC; // pas de laboratoire !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
if (action == WM_ACTION_FLEUR1)
{
GetObject (cel, channel, icon);
if (bStrong && !bTransport && !bVehicule &&
channel == CHOBJECT &&
(icon == 81 || icon == 83 || icon == 94) && // fleurs ?
!MoveIsUsed (cel) &&
IsWorkableObject (cel, rank))
{
icons[1][1] = ICON_HILI_OP; // action
icons[2][1] = ICON_HILI_OP;
icons[1][2] = ICON_HILI_OP;
icons[2][2] = ICON_HILI_OP;
celOutline1 = cel;
celOutline2 = cel;
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
icons[2][1] = ICON_HILI_ERR;
icons[1][2] = ICON_HILI_ERR;
icons[2][2] = ICON_HILI_ERR;
error = ERROR_MISC;
}
}
if (action == WM_ACTION_DYNAMITE)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
//? if ( !bStrong || bVehicule )
if (bVehiculeA)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (icon != 85 && icon != 125) // dynamite/mine ?
{
error = ERROR_MISC; // pas de dynamite !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 1 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 1 ; y < 2 ; y++)
{
if ((x < 0 || x > 1 || y < 0 || y > 1) &&
!IsFreeCel (GetCel (cel, x, y), rank))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_MANGE)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
GetObject (GetCel (cel, -1, -1), channel, icon);
if (!m_blupi[rank].bMalade && !bVehicule &&
m_blupi[rank].perso != 8 && // pas disciple ?
channel == CHOBJECT &&
icon == 60 && // tomates ?
(!IsBlupiHereEx (GetCel (cel, -1, 0), rank, false) ||
!IsBlupiHereEx (GetCel (cel, 0, -1), rank, false)))
{
icons[1][1] = ICON_HILI_OP; // action
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
error = ERROR_MISC;
}
}
}
if (action == WM_ACTION_BOIT)
{
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
GetObject (GetCel (cel, -1, -1), channel, icon);
if (m_blupi[rank].bMalade && !bVehicule &&
m_blupi[rank].perso != 8 && // pas disciple ?
channel == CHOBJECT &&
icon == 80 && // bouteille ?
(!IsBlupiHereEx (GetCel (cel, -1, 0), rank, false) ||
!IsBlupiHereEx (GetCel (cel, 0, -1), rank, false)))
{
icons[1][1] = ICON_HILI_OP; // action
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
error = ERROR_MISC;
}
}
}
if (action == WM_ACTION_BATEAUE)
{
POINT test;
if (cel.x % 2 != 1 || cel.y % 2 != 1)
{
icons[1][1] = ICON_HILI_ERR;
error = ERROR_MISC;
}
else
{
cel.x --;
cel.y --;
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 36) // planches ?
{
error = ERROR_MISC; // pas de pierres !
}
test = cel;
if (error == 0 && !IsBuildBateau (test, direct))
{
error = ERROR_MISC; // impossible ici !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_FREE;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
}
if (action == WM_ACTION_DJEEP)
{
cel.x = (cel.x / 2) * 2;
cel.y = (cel.y / 2) * 2;
error = ERROR_MISC;
if (m_blupi[rank].vehicule == 2 && // en jeep ?
m_decor[cel.x / 2][cel.y / 2].objectIcon == -1 &&
m_decor[cel.x / 2][cel.y / 2].floorIcon != 80) // pas téléporteur ?
{
if (IsFreeCelGo (GetCel (cel, +1, 0), rank) &&
IsFreeCelGo (GetCel (cel, +1, +1), rank) &&
!IsBlupiHereEx (GetCel (cel, +1, 0), rank, false) &&
!IsBlupiHereEx (GetCel (cel, +1, +1), rank, false))
{
icons[1][1] = ICON_HILI_OP; // action
icons[2][1] = ICON_HILI_OP;
icons[1][2] = ICON_HILI_OP;
icons[2][2] = ICON_HILI_OP;
error = 0;
}
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
icons[2][1] = ICON_HILI_ERR;
icons[1][2] = ICON_HILI_ERR;
icons[2][2] = ICON_HILI_ERR;
}
}
if (action == WM_ACTION_DARMURE)
{
cel.x = (cel.x / 2) * 2;
cel.y = (cel.y / 2) * 2;
error = ERROR_MISC;
if (m_blupi[rank].vehicule == 3 && // armure ?
!bTransport &&
m_decor[cel.x / 2][cel.y / 2].objectIcon == -1 &&
m_decor[cel.x / 2][cel.y / 2].floorIcon != 80) // pas téléporteur ?
{
if (IsFreeCelGo (GetCel (cel, +1, 0), rank) &&
IsFreeCelGo (GetCel (cel, +1, +1), rank) &&
!IsBlupiHereEx (GetCel (cel, +1, 0), rank, false) &&
!IsBlupiHereEx (GetCel (cel, +1, +1), rank, false))
{
icons[1][1] = ICON_HILI_OP; // action
icons[2][1] = ICON_HILI_OP;
icons[1][2] = ICON_HILI_OP;
icons[2][2] = ICON_HILI_OP;
error = 0;
}
}
else
{
icons[1][1] = ICON_HILI_ERR; // croix
icons[2][1] = ICON_HILI_ERR;
icons[1][2] = ICON_HILI_ERR;
icons[2][2] = ICON_HILI_ERR;
}
}
if (action == WM_ACTION_DRAPEAU)
{
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetFloor (cel, channel, icon);
if ((icon < 33 || icon > 48) &&
icon != 71) // pas terre ?
{
error = ERROR_MISC; // terrain pas adapté
}
GetObject (cel, channel, icon);
if (channel == CHOBJECT) // y a-t-il un objet ?
{
error = ERROR_MISC; // terrain pas adapté
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
if (action == WM_ACTION_EXTRAIT)
{
if (!bStrong || bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 122) // mine de fer ?
{
error = ERROR_MISC; // pas de mine
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
if (action == WM_ACTION_FABJEEP ||
action == WM_ACTION_FABMINE ||
action == WM_ACTION_FABARMURE)
{
if (!bStrong || !bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
if (action == WM_ACTION_FABJEEP &&
m_blupi[rank].perso == 8) // disciple ?
{
error = ERROR_MISC; // impossible
}
if (action == WM_ACTION_FABARMURE &&
m_blupi[rank].perso == 8) // disciple ?
{
error = ERROR_MISC; // impossible
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 120 || // usine ?
m_blupi[rank].takeChannel != CHOBJECT ||
m_blupi[rank].takeIcon != 123) // fer ?
{
error = ERROR_MISC; // pas d'usine !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
if (action == WM_ACTION_FABDISC)
{
if (!bStrong || !bTransport || bVehicule)
{
error = ERROR_MISC; // pas assez fort
}
GetObject (cel, channel, icon);
if (channel != CHOBJECT || icon != 120 || // usine ?
m_blupi[rank].takeChannel != CHOBJECT ||
m_blupi[rank].takeIcon != 14) // métal ?
{
error = ERROR_MISC; // pas d'usine !
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (error)
icons[x + 1][y + 1] = ICON_HILI_ERR;
else
icons[x + 1][y + 1] = ICON_HILI_OP;
}
}
for (x = 0 ; x < 2 ; x++)
{
for (y = 0 ; y < 2 ; y++)
{
if (IsBlupiHereEx (GetCel (cel, x, y), rank, false))
{
error = ERROR_MISC;
icons[x + 1][y + 1] = ICON_HILI_ERR; // croix
}
}
}
}
return error;
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}
// Indique si une cellule est ok pour une action.
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// Le rang du blupi qui effectuera le travail est donnée dans rank.
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Sint32 CDecor::CelOkForAction (POINT cel, Sint32 action, Sint32 rank)
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{
Sint32 icons[4][4];
POINT celOutline1, celOutline2;
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return CelOkForAction (cel, action, rank, icons,
celOutline1, celOutline2);
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}
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// Retourne le rang du nième blupi sélectionné.
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Sint32 CDecor::GetHiliRankBlupi (Sint32 nb)
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{
Sint32 rank;
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if (m_nbBlupiHili == 0)
return -1;
if (m_nbBlupiHili == 1)
{
if (nb == 0)
return m_rankBlupiHili;
return -1;
}
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for (rank = 0 ; rank < MAXBLUPI ; rank++)
{
if (m_blupi[rank].bExist &&
m_blupi[rank].bHili)
{
if (nb == 0)
return rank;
nb --;
}
}
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return -1;
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}
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// Marque la cellule visée par la souris.
// action = 0 sélection jeu
// 1 construction d'une cellule 1x1
// 2 construction d'une cellule 2x2
void CDecor::CelHili (POINT pos, Sint32 action)
{
Sint32 x, y, i, channel, icon, rank, nb;
POINT cel;
for (x = 0 ; x < 4 ; x++)
{
for (y = 0 ; y < 4 ; y++)
m_iconHili[x][y] = -1;
}
m_celOutline1.x = -1;
m_celOutline2.x = -1;
m_rankHili = -1;
if (action == 0) // sélection pendant jeu ?
{
rank = GetTargetBlupi (pos);
if (rank >= 0)
{
m_celHili = m_blupi[rank].cel;
m_rankHili = rank;
m_iconHili[1][1] = ICON_HILI_SEL;
}
else
{
m_celHili = ConvPosToCel (pos);
if (IsBlupiHere (m_celHili, false))
{
m_rankHili = m_blupiHere;
m_iconHili[1][1] = ICON_HILI_SEL;
}
else
{
if (m_nbBlupiHili > 0)
{
nb = m_nbBlupiHili;
if (nb > 16)
nb = 16;
for (i = 0 ; i < nb ; i++)
{
x = table_multi_goal[i * 2 + 0];
y = table_multi_goal[i * 2 + 1];
cel.x = m_celHili.x + x;
cel.y = m_celHili.y + y;
rank = GetHiliRankBlupi (i);
if (IsFreeCelHili (cel, rank))
m_iconHili[1 + x][1 + y] = ICON_HILI_ANY;
else
m_iconHili[1 + x][1 + y] = ICON_HILI_ERR;
}
}
else
m_iconHili[1][1] = ICON_HILI_ERR;
m_celOutline1.x = (m_celHili.x / 2) * 2;
m_celOutline1.y = (m_celHili.y / 2) * 2;
GetObject (m_celOutline1, channel, icon);
if (channel == CHOBJECT &&
(icon == 14 || // métal ?
icon == 36 || // planches ?
icon == 44 || // pierres ?
icon == 60 || // tomates ?
icon == 64 || // oeufs ?
icon == 80 || // bouteille ?
icon == 82 || // fleurs ?
icon == 84 || // fleurs ?
icon == 95 || // fleurs ?
icon == 85 || // dynamite ?
icon == 92 || // poison ?
icon == 93 || // piège ?
icon == 123 || // fer ?
icon == 125)) // mine ?
{
if (m_celHili.x % 2 == 0 ||
m_celHili.y % 2 == 0)
m_celOutline1.x = -1;
}
m_celOutline2 = m_celOutline1;
}
}
}
if (action == 1) // construction d'une cellule 1x1 ?
{
m_celHili = ConvPosToCel (pos);
m_iconHili[1][1] = ICON_HILI_BUILD; // action
}
if (action == 2) // construction d'une cellule 2x2 ?
{
m_celHili = ConvPosToCel2 (pos);
m_iconHili[1][1] = ICON_HILI_BUILD; // action
m_iconHili[2][1] = ICON_HILI_BUILD;
m_iconHili[1][2] = ICON_HILI_BUILD;
m_iconHili[2][2] = ICON_HILI_BUILD;
}
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}
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// Marque la cellule visée par la souris pour un bouton donné.
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void CDecor::CelHiliButton (POINT cel, Sint32 button)
{
POINT celOutline1, celOutline2;
CelOkForAction (cel, table_actions[button],
m_rankBlupiHili, m_iconHili,
celOutline1, celOutline2);
if (button == BUTTON_ABAT ||
button == BUTTON_ABATn ||
button == BUTTON_ROC ||
button == BUTTON_ROCn ||
button == BUTTON_MUR ||
button == BUTTON_TOUR ||
button == BUTTON_PALIS ||
button == BUTTON_PONT ||
button == BUTTON_CULTIVE ||
button == BUTTON_DEPOSE ||
button == BUTTON_LABO ||
button == BUTTON_FLEUR ||
button == BUTTON_FLEURn ||
button == BUTTON_DYNAMITE ||
button == BUTTON_BATEAU ||
button == BUTTON_DJEEP ||
button == BUTTON_DARMURE ||
button == BUTTON_DRAPEAU ||
button == BUTTON_EXTRAIT ||
button == BUTTON_FABJEEP ||
button == BUTTON_FABARMURE ||
button == BUTTON_FABMINE ||
button == BUTTON_FABDISC ||
(button >= BUTTON_BUILD1 &&
button <= BUTTON_BUILD6))
{
m_celHili.x = (cel.x / 2) * 2;
m_celHili.y = (cel.y / 2) * 2;
}
else
m_celHili = cel;
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}
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// Marque la cellule visée par la souris pour une répétition donnée.
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void CDecor::CelHiliRepeat (Sint32 list)
{
Sint32 rank, button, x, y, i;
POINT cel;
for (x = 0 ; x < 4 ; x++)
{
for (y = 0 ; y < 4 ; y++)
m_iconHili[x][y] = -1;
}
if (m_nbBlupiHili != 1)
return;
rank = m_rankBlupiHili;
i = m_blupi[rank].repeatLevelHope - list;
if (i < 0 || i > m_blupi[rank].repeatLevelHope)
return;
button = m_blupi[rank].listButton[i];
if (button == BUTTON_ABAT ||
button == BUTTON_ABATn ||
button == BUTTON_ROC ||
button == BUTTON_ROCn ||
button == BUTTON_MUR ||
button == BUTTON_TOUR ||
button == BUTTON_PALIS ||
button == BUTTON_PONT ||
button == BUTTON_CULTIVE ||
button == BUTTON_DEPOSE ||
button == BUTTON_LABO ||
button == BUTTON_FLEUR ||
button == BUTTON_FLEURn ||
button == BUTTON_DYNAMITE ||
button == BUTTON_BATEAU ||
button == BUTTON_DJEEP ||
button == BUTTON_DARMURE ||
button == BUTTON_DRAPEAU ||
button == BUTTON_EXTRAIT ||
button == BUTTON_FABJEEP ||
button == BUTTON_FABARMURE ||
button == BUTTON_FABMINE ||
button == BUTTON_FABDISC ||
(button >= BUTTON_BUILD1 &&
button <= BUTTON_BUILD6))
{
m_iconHili[1][1] = ICON_HILI_OP; // action
m_iconHili[2][1] = ICON_HILI_OP; // action
m_iconHili[1][2] = ICON_HILI_OP; // action
m_iconHili[2][2] = ICON_HILI_OP; // action
cel = m_blupi[rank].listCel[i];
cel.x = (cel.x / 2) * 2;
cel.y = (cel.y / 2) * 2;
}
else
{
m_iconHili[1][1] = ICON_HILI_OP; // action
cel = m_blupi[rank].listCel[i];
}
m_celHili = cel;
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}
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// Retourne l'identificateur du texte correspondant à
// l'objet ou au blupi visé par la souris.
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const char *CDecor::GetResHili (POINT posMouse)
{
Sint32 icon;
// Les valeurs `corner == true` correspondent aux objets placés
// au coin inf/droit de la cellule.
struct object_t
{
bool corner;
const char *text;
};
static const std::unordered_map<size_t, object_t> tableObject = {
{ 6, { false, translate ("Tree") } },
{ 7, { false, translate ("Tree") } },
{ 8, { false, translate ("Tree") } },
{ 9, { false, translate ("Tree") } },
{ 10, { false, translate ("Tree") } },
{ 11, { false, translate ("Tree") } },
{ 12, { false, translate ("Enemy rocket") } },
{ 14, { false, translate ("Platinium") } },
{ 16, { true, translate ("Armour") } },
{ 20, { false, translate ("Wall") } },
{ 21, { false, translate ("Wall") } },
{ 22, { false, translate ("Wall") } },
{ 23, { false, translate ("Wall") } },
{ 24, { false, translate ("Wall") } },
{ 25, { false, translate ("Wall") } },
{ 26, { false, translate ("Wall") } },
{ 27, { false, translate ("Protection tower") } },
{ 28, { false, translate ("Laboratory") } },
{ 29, { false, translate ("Laboratory") } },
{ 30, { false, translate ("Tree trunks") } },
{ 31, { false, translate ("Tree trunks") } },
{ 32, { false, translate ("Tree trunks") } },
{ 33, { false, translate ("Tree trunks") } },
{ 34, { false, translate ("Tree trunks") } },
{ 35, { false, translate ("Tree trunks") } },
{ 36, { true, translate ("Planks") } },
{ 37, { false, translate ("Rocks") } },
{ 38, { false, translate ("Rocks") } },
{ 39, { false, translate ("Rocks") } },
{ 40, { false, translate ("Rocks") } },
{ 41, { false, translate ("Rocks") } },
{ 42, { false, translate ("Rocks") } },
{ 43, { false, translate ("Rocks") } },
{ 44, { true, translate ("Stones") } },
{ 45, { false, translate ("Fire") } },
{ 46, { false, translate ("Fire") } },
{ 47, { false, translate ("Fire") } },
{ 48, { false, translate ("Fire") } },
{ 49, { false, translate ("Fire") } },
{ 50, { false, translate ("Fire") } },
{ 51, { false, translate ("Fire") } },
{ 52, { false, translate ("Fire") } },
{ 57, { true, translate ("Tomatoes") } },
{ 58, { true, translate ("Tomatoes") } },
{ 59, { true, translate ("Tomatoes") } },
{ 60, { true, translate ("Tomatoes") } },
{ 61, { false, translate ("Garden shed") } },
{ 62, { false, translate ("Garden shed") } },
{ 63, { true, translate ("Eggs") } },
{ 64, { false, translate ("Eggs") } },
{ 65, { false, translate ("Palisade") } },
{ 66, { false, translate ("Palisade") } },
{ 67, { false, translate ("Palisade") } },
{ 68, { false, translate ("Palisade") } },
{ 69, { false, translate ("Palisade") } },
{ 70, { false, translate ("Palisade") } },
{ 71, { false, translate ("Palisade") } },
{ 72, { false, translate ("Bridge") } },
{ 73, { false, translate ("Bridge") } },
{ 80, { true, translate ("Medical potion") } },
{ 81, { false, ptranslate ("Flower|1|", "Flowers") } },
{ 82, { true, ptranslate ("Flower|1|", "Bunch of flowers") } },
{ 83, { false, ptranslate ("Flower|2|", "Flowers") } },
{ 84, { true, ptranslate ("Flower|2|", "Bunch of flowers") } },
{ 85, { true, translate ("Dynamite") } },
{ 86, { true, translate ("Dynamite") } },
{ 87, { true, translate ("Dynamite") } },
{ 92, { true, translate ("Poison") } },
{ 93, { true, translate ("Sticky trap") } },
{ 94, { false, ptranslate ("Flower|3|", "Flowers") } },
{ 95, { true, ptranslate ("Flower|3|", "Bunch of flowers") } },
{ 96, { true, translate ("Trapped enemy") } },
{ 97, { true, translate ("Trapped enemy") } },
{ 98, { true, translate ("Trapped enemy") } },
{ 99, { false, translate ("Enemy construction") } },
{ 100, { false, translate ("Enemy construction") } },
{ 101, { false, translate ("Enemy construction") } },
{ 102, { false, translate ("Enemy construction") } },
{ 103, { false, translate ("Enemy construction") } },
{ 104, { false, translate ("Enemy construction") } },
{ 105, { false, translate ("Enemy construction") } },
{ 106, { false, translate ("Enemy construction") } },
{ 107, { false, translate ("Enemy construction") } },
{ 108, { false, translate ("Enemy construction") } },
{ 109, { false, translate ("Enemy construction") } },
{ 110, { false, translate ("Enemy construction") } },
{ 111, { false, translate ("Enemy construction") } },
{ 112, { false, translate ("Enemy construction") } },
{ 113, { false, translate ("Blupi's house") } },
{ 114, { true, translate ("Trapped enemy") } },
{ 115, { false, translate ("Enemy construction") } },
{ 116, { false, translate ("Enemy construction") } },
{ 117, { true, translate ("Boat") } },
{ 118, { true, translate ("Jeep") } },
{ 119, { false, translate ("Workshop") } },
{ 120, { false, translate ("Workshop") } },
{ 121, { false, translate ("Mine") } },
{ 122, { false, translate ("Mine") } },
{ 123, { true, translate ("Iron") } },
{ 124, { false, translate ("Flag") } },
{ 125, { true, translate ("Time bomb") } },
{ 126, { false, translate ("Mine") } },
{ 127, { true, translate ("Time bomb") } },
{ 128, { false, translate ("Enemy construction") } },
{ 129, { false, translate ("Enemy construction") } },
{ 130, { true, translate ("Trapped enemy") } },
};
static const std::unordered_map<size_t, object_t> tableFloor = {
{ 1, { false, translate ("Normal ground") } },
{ 2, { false, translate ("Bank") } },
{ 3, { false, translate ("Bank") } },
{ 4, { false, translate ("Bank") } },
{ 5, { false, translate ("Bank") } },
{ 6, { false, translate ("Bank") } },
{ 7, { false, translate ("Bank") } },
{ 8, { false, translate ("Bank") } },
{ 9, { false, translate ("Bank") } },
{ 10, { false, translate ("Bank") } },
{ 11, { false, translate ("Bank") } },
{ 12, { false, translate ("Bank") } },
{ 13, { false, translate ("Bank") } },
{ 14, { false, translate ("Water") } },
{ 15, { false, translate ("Paving stones") } },
{ 16, { false, translate ("Paving stones") } },
{ 17, { false, translate ("Striped paving stones") } },
{ 18, { false, translate ("Ice") } },
{ 19, { false, translate ("Burnt ground") } },
{ 20, { false, translate ("Inflammable ground") } },
{ 21, { false, translate ("Miscellaneous ground") } },
{ 22, { false, translate ("Miscellaneous ground") } },
{ 23, { false, translate ("Miscellaneous ground") } },
{ 24, { false, translate ("Miscellaneous ground") } },
{ 25, { false, translate ("Miscellaneous ground") } },
{ 26, { false, translate ("Miscellaneous ground") } },
{ 27, { false, translate ("Miscellaneous ground") } },
{ 28, { false, translate ("Miscellaneous ground") } },
{ 29, { false, translate ("Miscellaneous ground") } },
{ 30, { false, translate ("Miscellaneous ground") } },
{ 31, { false, translate ("Miscellaneous ground") } },
{ 32, { false, translate ("Miscellaneous ground") } },
{ 33, { false, translate ("Sterile ground") } },
{ 34, { false, translate ("Miscellaneous ground") } },
{ 35, { false, translate ("Miscellaneous ground") } },
{ 36, { false, translate ("Miscellaneous ground") } },
{ 37, { false, translate ("Miscellaneous ground") } },
{ 38, { false, translate ("Miscellaneous ground") } },
{ 39, { false, translate ("Miscellaneous ground") } },
{ 40, { false, translate ("Miscellaneous ground") } },
{ 41, { false, translate ("Miscellaneous ground") } },
{ 42, { false, translate ("Miscellaneous ground") } },
{ 43, { false, translate ("Miscellaneous ground") } },
{ 44, { false, translate ("Miscellaneous ground") } },
{ 45, { false, translate ("Miscellaneous ground") } },
{ 46, { false, translate ("Sterile ground") } },
{ 47, { false, translate ("Sterile ground") } },
{ 48, { false, translate ("Sterile ground") } },
{ 49, { false, translate ("Normal ground") } },
{ 50, { false, translate ("Normal ground") } },
{ 51, { false, translate ("Normal ground") } },
{ 52, { false, translate ("Incubator") } },
{ 53, { false, translate ("Incubator") } },
{ 54, { false, translate ("Incubator") } },
{ 55, { false, translate ("Incubator") } },
{ 56, { false, translate ("Incubator") } },
{ 57, { false, translate ("Normal ground") } },
{ 58, { false, translate ("Inflammable ground") } },
{ 59, { false, translate ("Bridge") } },
{ 60, { false, translate ("Bridge") } },
{ 61, { false, translate ("Bridge") } },
{ 62, { false, translate ("Bridge") } },
{ 63, { false, translate ("Bridge") } },
{ 64, { false, translate ("Bridge") } },
{ 65, { false, translate ("Enemy ground") } },
{ 66, { false, translate ("Miscellaneous ground") } },
{ 67, { false, translate ("Enemy ground") } },
{ 68, { false, translate ("Water") } },
{ 69, { false, translate ("Water") } },
{ 70, { false, translate ("Water") } },
{ 71, { false, translate ("Sterile ground") } },
{ 78, { false, translate ("Miscellaneous ground") } },
{ 79, { false, translate ("Miscellaneous ground") } },
{ 80, { false, translate ("Teleporter") } },
{ 81, { false, translate ("Teleporter") } },
{ 82, { false, translate ("Teleporter") } },
{ 83, { false, translate ("Teleporter") } },
{ 84, { false, translate ("Teleporter") } },
};
if (m_bHideTooltips)
return nullptr; // rien si menu présent
if (posMouse.x < POSDRAWX
|| posMouse.x > POSDRAWX + DIMDRAWX
|| posMouse.y < POSDRAWY
|| posMouse.y > POSDRAWY + DIMDRAWY)
return nullptr;
if (m_celHili.x != -1)
{
if (m_rankHili != -1) // blupi visé ?
{
switch (m_blupi[m_rankHili].perso)
{
case 0: // blupi ?
if (m_blupi[m_rankHili].energy <= MAXENERGY / 4)
return gettext ("Tired Blupi");
if (m_blupi[m_rankHili].bMalade)
return gettext ("Sick Blupi");
return gettext ("Blupi");
case 1: // araignée ?
return gettext ("Spider");
case 2: // virus ?
return gettext ("Virus");
case 3: // tracks ?
return gettext ("Bulldozer");
case 4: // robot ?
return gettext ("Master robot");
case 5: // bombe ?
return gettext ("Bouncing bomb");
case 7: // electro ?
return gettext ("Electrocutor");
case 8: // disciple ?
return gettext ("Helper robot");
}
return nullptr;
}
icon = m_decor[m_celHili.x / 2][m_celHili.y / 2].objectIcon;
if (icon != -1)
{
const auto obj = tableObject.find (icon);
if (obj != tableObject.end())
{
if (!obj->second.corner)
return obj->second.text;
if (m_celHili.x % 2
&& m_celHili.y % 2)
return gettext (obj->second.text);
}
}
icon = m_decor[m_celHili.x / 2][m_celHili.y / 2].floorIcon;
if (icon != -1)
{
const auto obj = tableFloor.find (icon);
if (obj != tableFloor.end())
return gettext (obj->second.text);
}
}
return nullptr;
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}
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// Indique si le menu est présent et qu'il faut cacher
// les tooltips du décor.
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void CDecor::HideTooltips (bool bHide)
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{
m_bHideTooltips = bHide;
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}
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// Modifie l'origine supérieure/gauche du décor.
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void CDecor::SetCoin (POINT coin, bool bCenter)
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{
if (bCenter)
{
coin.x -= 10;
coin.y -= 2;
}
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if (coin.x < -8)
coin.x = -8;
if (coin.x > MAXCELX - 12)
coin.x = MAXCELX - 12;
if (coin.y < -2)
coin.y = -2;
if (coin.y > MAXCELY - 4)
coin.y = MAXCELY - 4;
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m_celCoin = coin;
m_bGroundRedraw = true; // faudra redessiner les sols
m_celHili.x = -1;
m_textLastPos.x = -1; // tooltips plus lavable !
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}
POINT CDecor::GetCoin()
{
return m_celCoin;
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}
POINT CDecor::GetHome()
{
return m_celHome;
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}
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// Mémoirise une position pendant le jeu.
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void CDecor::MemoPos (Sint32 rank, bool bRecord)
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{
POINT pos;
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pos.x = LXIMAGE / 2;
pos.y = LYIMAGE / 2;
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if (rank < 0 || rank >= 4)
return;
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if (bRecord)
{
m_pSound->PlayImage (SOUND_CLOSE, pos);
m_memoPos[rank] = m_celCoin;
}
else
{
if (m_memoPos[rank].x == 0 &&
m_memoPos[rank].y == 0)
m_pSound->PlayImage (SOUND_BOING, pos);
else
{
m_pSound->PlayImage (SOUND_BUT, pos);
SetCoin (m_memoPos[rank], false);
}
}
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}
// Gestion du temps absolu global.
void CDecor::SetTime (Sint32 time)
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{
m_time = time;
m_timeConst = time; // vraiment ?
m_timeFlipOutline = time;
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}
Sint32 CDecor::GetTime()
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{
return m_time;
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}
// Gestion de la musique midi.
void CDecor::SetMusic (Sint32 music)
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{
m_music = music;
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}
Sint32 CDecor::GetMusic()
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{
return m_music;
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}
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// Gestion de la difficulté.
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void CDecor::SetSkill (Sint32 skill)
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{
m_skill = skill;
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}
Sint32 CDecor::GetSkill()
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{
return m_skill;
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}
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// Gestion de la région.
// 0 = normal
// 1 = palmier
// 2 = hiver
// 3 = sapin
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void CDecor::SetRegion (Sint32 region)
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{
m_region = region;
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}
Sint32 CDecor::GetRegion()
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{
return m_region;
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}
// Gestion des infos.
void CDecor::SetInfoMode (bool bInfo)
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{
m_bInfo = bInfo;
m_bGroundRedraw = true; // faudra redessiner les sols
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}
bool CDecor::GetInfoMode()
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{
return m_bInfo;
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}
void CDecor::SetInfoHeight (Sint32 height)
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{
m_infoHeight = height;
m_bGroundRedraw = true; // faudra redessiner les sols
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}
Sint32 CDecor::GetInfoHeight()
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{
if (m_bInfo)
return m_infoHeight;
else
return 0;
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}
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// Retourne le pointeur à la liste des boutons existants.
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char *CDecor::GetButtonExist()
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{
return m_buttonExist;
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}
// Ouvre le buffer pour le undo pendant la construction.
void CDecor::UndoOpen()
{
if (m_pUndoDecor == nullptr)
m_pUndoDecor = (Cellule *)malloc (sizeof (Cellule) * (MAXCELX / 2) *
(MAXCELY / 2));
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}
// Ferme le buffer pour le undo pendant la construction.
void CDecor::UndoClose()
{
if (m_pUndoDecor != nullptr)
{
free (m_pUndoDecor);
m_pUndoDecor = nullptr;
}
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}
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// Copie le décor dans le buffer pour le undo.
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void CDecor::UndoCopy()
{
UndoOpen(); // ouvre le buffer du undo si nécessaire
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if (m_pUndoDecor != nullptr)
memcpy (m_pUndoDecor, &m_decor,
sizeof (Cellule) * (MAXCELX / 2) * (MAXCELY / 2));
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}
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// Revient en arrière pour tout le décor.
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void CDecor::UndoBack()
{
if (m_pUndoDecor != nullptr)
{
memcpy (&m_decor, m_pUndoDecor,
sizeof (Cellule) * (MAXCELX / 2) * (MAXCELY / 2));
UndoClose();
m_bGroundRedraw = true;
}
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}
// Indique s'il est possible d'effectuer un undo.
bool CDecor::IsUndo()
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{
return (m_pUndoDecor != nullptr);
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}