// CDecor.cpp // #include #include #include #include "gettext.h" #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" #include "decmove.h" ///////////////////////////////////////////////////////////////////////////// #define TEXTDELAY 10 // délai avant apparition tooltips POINT GetCel (Sint32 x, Sint32 y) { POINT cel; cel.x = x; cel.y = y; return cel; } POINT GetCel (POINT cel, Sint32 x, Sint32 y) { cel.x += x; cel.y += y; return cel; } // 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 // jusque dans les bords ! bool IsValid (POINT cel) { if (cel.x < 2 || cel.x >= MAXCELX - 2 || cel.y < 2 || cel.y >= MAXCELX - 2) return false; return true; } // Retourne un vecteur orienté dans une direction donnée. 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; } // Constructeur. CDecor::CDecor() { m_pSound = nullptr; m_pUndoDecor = nullptr; m_celCoin.x = 90; m_celCoin.y = 98; m_celHili.x = -1; m_celOutline1.x = -1; m_celOutline2.x = -1; m_bHiliRect = false; // pas de rectangle de sélection m_shiftHili = 0; m_shiftOffset.x = 0; m_shiftOffset.y = 0; m_nbBlupiHili = 0; m_rankBlupiHili = -1; m_rankHili = -1; 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; Init (CHFLOOR, 0); BlupiFlush(); MoveFlush(); InitDrapeau(); } // Destructeur. CDecor::~CDecor() { UndoClose(); // libère le buffer du undo } // Initialisation générale. void CDecor::Create (CSound *pSound, CPixmap *pPixmap) { m_pSound = pSound; m_pPixmap = pPixmap; m_bOutline = false; } // Initialise le décor avec un sol plat partout. void CDecor::Init (Sint32 channel, Sint32 icon) { Sint32 x, y; 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; m_decor[x][y].objectChannel = -1; m_decor[x][y].objectIcon = -1; 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; } } for (x = 0 ; x < MAXCELX ; x++) { for (y = 0 ; y < MAXCELY ; y++) m_rankBlupi[x][y] = -1; } m_bOutline = false; m_bGroundRedraw = true; } // Initialise le décor après une modification. void CDecor::InitAfterBuild() { ClearFog(); // met tout sous le brouillard ClearFire(); MoveFixInit(); InitDrapeau(); BlupiDeselect(); } // Initialise les mises en évidence, avant de jouer. void CDecor::ResetHili() { m_bHiliRect = false; // plus de rectangle InitOutlineRect(); } // Charge les images nécessaires au décor. bool CDecor::LoadImages() { POINT totalDim, iconDim; char filename[50]; if (m_region == m_lastRegion) return true; m_lastRegion = m_region; totalDim.x = DIMCELX * 2 * 16; totalDim.y = DIMCELY * 2 * 6; iconDim.x = DIMCELX * 2; iconDim.y = DIMCELY * 2; sprintf (filename, "image/floor%.3d.png", m_region); if (!m_pPixmap->Cache (CHFLOOR, filename, totalDim, iconDim)) return false; totalDim.x = DIMOBJX * 16; totalDim.y = DIMOBJY * 8; iconDim.x = DIMOBJX; iconDim.y = DIMOBJY; sprintf (filename, "image/obj%.3d.png", m_region); if (!m_pPixmap->Cache (CHOBJECT, filename, totalDim, iconDim)) return false; sprintf (filename, "image/obj-o%.3d.png", m_region); if (!m_pPixmap->Cache (CHOBJECTo, filename, totalDim, iconDim)) return false; MapInitColors(); // init les couleurs pour la carte m_bGroundRedraw = true; return true; } // Met partout du brouillard, sauf aux endroits des blupi. void CDecor::ClearFog() { Sint32 x, y, rank; for (x = 0 ; x < MAXCELX / 2 ; x++) { for (y = 0 ; y < MAXCELY / 2 ; y++) { m_decor[x][y].fog = FOGHIDE; // caché } } for (rank = 0 ; rank < MAXBLUPI ; rank++) { if (m_blupi[rank].bExist) BlupiPushFog (rank); } m_bOutline = false; } // Permet de nouveau aux cellules brulées de bruler. void CDecor::ClearFire() { Sint32 x, y; 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 } if (m_decor[x][y].fire > 1) // en train de bruler ? { m_decor[x][y].fire = 1; // début du feu } } } } // Indique le mode jeu/construction. void CDecor::SetBuild (bool bBuild) { m_bBuild = bBuild; } // Indique s'il faut tenir compte du brouillard. void CDecor::EnableFog (bool bEnable) { m_bFog = bEnable; m_bOutline = false; } // Gestion du mode invincible. bool CDecor::GetInvincible() { return m_bInvincible; } void CDecor::SetInvincible (bool bInvincible) { m_bInvincible = bInvincible; } // Gestion du mode costaud (superblupi). bool CDecor::GetSuper() { return m_bSuper; } void CDecor::SetSuper (bool bSuper) { m_bSuper = bSuper; } // Bascule le mode outline. void CDecor::FlipOutline() { m_bOutline = !m_bOutline; m_timeFlipOutline = m_timeConst + 50; } // Initialise un sol dans une cellule. bool CDecor::PutFloor (POINT cel, Sint32 channel, Sint32 icon) { if (cel.x < 0 || cel.x >= MAXCELX || cel.y < 0 || cel.y >= MAXCELY) return false; m_decor[cel.x / 2][cel.y / 2].floorChannel = channel; m_decor[cel.x / 2][cel.y / 2].floorIcon = icon; m_bGroundRedraw = true; //? SubDrapeau(cel); // on pourra de nouveau planter un drapeau return true; } // Initialise un objet dans une cellule. bool CDecor::PutObject (POINT cel, Sint32 channel, Sint32 icon) { if (cel.x < 0 || cel.x >= MAXCELX || cel.y < 0 || cel.y >= MAXCELY) return false; if (icon == -1) channel = -1; m_decor[cel.x / 2][cel.y / 2].objectChannel = channel; m_decor[cel.x / 2][cel.y / 2].objectIcon = icon; SubDrapeau (cel); // on pourra de nouveau planter un drapeau return true; } // Retourne un sol dans une cellule. bool CDecor::GetFloor (POINT cel, Sint32 &channel, Sint32 &icon) { if (cel.x < 0 || cel.x >= MAXCELX || cel.y < 0 || cel.y >= MAXCELY) return false; channel = m_decor[cel.x / 2][cel.y / 2].floorChannel; icon = m_decor[cel.x / 2][cel.y / 2].floorIcon; return true; } // Retourne une objet dans une cellule. bool CDecor::GetObject (POINT cel, Sint32 &channel, Sint32 &icon) { if (cel.x < 0 || cel.x >= MAXCELX || cel.y < 0 || cel.y >= MAXCELY) return false; channel = m_decor[cel.x / 2][cel.y / 2].objectChannel; icon = m_decor[cel.x / 2][cel.y / 2].objectIcon; return true; } // Modifie le feu pour une cellule. bool CDecor::SetFire (POINT cel, bool bFire) { if (cel.x < 0 || cel.x >= MAXCELX || cel.y < 0 || cel.y >= MAXCELY) return false; m_decor[cel.x / 2][cel.y / 2].fire = bFire ? 1 : 0; return true; } // Modifie l'offset pour le shift. void CDecor::SetShiftOffset (POINT offset) { m_shiftOffset = offset; m_bGroundRedraw = true; } // Convertit la position d'une cellule en coordonnée graphique. POINT CDecor::ConvCelToPos (POINT cel) { POINT pos; 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); pos.x += POSDRAWX + m_shiftOffset.x; pos.y += POSDRAWY + m_shiftOffset.y; return pos; } // Convertit une coordonnée graphique en cellule. POINT CDecor::ConvPosToCel (POINT pos, bool bMap) { POINT cel; 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); } pos.x -= POSDRAWX + DIMCELX / 2; pos.y -= POSDRAWY; 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); cel.x += m_celCoin.x; cel.y += m_celCoin.y; return cel; } // Convertit une coordonnée graphique en grande cellule (2x2). POINT CDecor::ConvPosToCel2 (POINT pos) { POINT cel; pos.x -= POSDRAWX + DIMCELX / 2; pos.y -= POSDRAWY; if (m_celCoin.x % 2 != 0 && m_celCoin.y % 2 == 0) { pos.x += DIMCELX / 2; pos.y += DIMCELY / 2; } if (m_celCoin.x % 2 == 0 && m_celCoin.y % 2 != 0) { pos.x -= DIMCELX / 2; pos.y += DIMCELY / 2; } if (m_celCoin.x % 2 != 0 && m_celCoin.y % 2 != 0) pos.y += DIMCELY; 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); cel.x = (cel.x * 2 + m_celCoin.x) / 2 * 2; cel.y = (cel.y * 2 + m_celCoin.y) / 2 * 2; return cel; } // Attribution des blupi aux différentes cellules. // 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; #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; } #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; } } } // Dessine une cellule du décor contenant un sol animé. void CDecor::BuildMoveFloor (Sint32 x, Sint32 y, POINT pos, Sint32 rank) { Sint32 icon, nb; Sint16 *pTable; if (m_move[rank].rankIcons == 0) { icon = m_move[rank].maskIcon + m_move[rank].cTotal; m_pPixmap->BuildIconMask (m_move[rank].maskChannel, icon, m_move[rank].channel, m_move[rank].icon, 0); 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]; 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; } m_pPixmap->DrawIcon (-1, m_move[rank].channel, icon, pos); } } // Dessine une cellule du décor contenant un objet animé. 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); } } // Déplace l'objet transporté par blupi. 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; } // 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; } // Construit le décor dans un pixmap. 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 } // Augmente la phase. // -1 mise à jour continue // 0 début de mise à jour périodique // 1 mise à jour périodique suivante void CDecor::NextPhase (Sint32 mode) { if (mode == -1) m_phase = -1; if (mode == 0) m_phase = 0; if (mode == 1) m_phase ++; m_totalTime ++; } // Modifie le temps total passé dans cette partie. void CDecor::SetTotalTime (Sint32 total) { m_totalTime = total; } // Retourne le temps total passé dans cette partie. Sint32 CDecor::GetTotalTime() { return m_totalTime; } // Compte le nombre total de sols contenus dans les décors. Sint32 CDecor::CountFloor (Sint32 channel, Sint32 icon) { Sint32 x, y; Sint32 nb = 0; 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 ++; } } return nb; } // Indique si une cellule est ok pour une action. // 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; } // Indique si une cellule est ok pour une action. // Le rang du blupi qui effectuera le travail est donnée dans rank. Sint32 CDecor::CelOkForAction (POINT cel, Sint32 action, Sint32 rank) { Sint32 icons[4][4]; POINT celOutline1, celOutline2; return CelOkForAction (cel, action, rank, icons, celOutline1, celOutline2); } // Retourne le rang du nième blupi sélectionné. Sint32 CDecor::GetHiliRankBlupi (Sint32 nb) { Sint32 rank; if (m_nbBlupiHili == 0) return -1; if (m_nbBlupiHili == 1) { if (nb == 0) return m_rankBlupiHili; return -1; } for (rank = 0 ; rank < MAXBLUPI ; rank++) { if (m_blupi[rank].bExist && m_blupi[rank].bHili) { if (nb == 0) return rank; nb --; } } return -1; } // 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; } } // Marque la cellule visée par la souris pour un bouton donné. 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; } // Marque la cellule visée par la souris pour une répétition donnée. 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; } // Retourne l'identificateur du texte correspondant à // l'objet ou au blupi visé par la souris. 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 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 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; } // Indique si le menu est présent et qu'il faut cacher // les tooltips du décor. void CDecor::HideTooltips (bool bHide) { m_bHideTooltips = bHide; } // Modifie l'origine supérieure/gauche du décor. void CDecor::SetCoin (POINT coin, bool bCenter) { if (bCenter) { coin.x -= 10; coin.y -= 2; } 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; m_celCoin = coin; m_bGroundRedraw = true; // faudra redessiner les sols m_celHili.x = -1; m_textLastPos.x = -1; // tooltips plus lavable ! } POINT CDecor::GetCoin() { return m_celCoin; } POINT CDecor::GetHome() { return m_celHome; } // Mémoirise une position pendant le jeu. void CDecor::MemoPos (Sint32 rank, bool bRecord) { POINT pos; pos.x = LXIMAGE / 2; pos.y = LYIMAGE / 2; if (rank < 0 || rank >= 4) return; 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); } } } // Gestion du temps absolu global. void CDecor::SetTime (Sint32 time) { m_time = time; m_timeConst = time; // vraiment ? m_timeFlipOutline = time; } Sint32 CDecor::GetTime() { return m_time; } // Gestion de la musique midi. void CDecor::SetMusic (Sint32 music) { m_music = music; } Sint32 CDecor::GetMusic() { return m_music; } // Gestion de la difficulté. void CDecor::SetSkill (Sint32 skill) { m_skill = skill; } Sint32 CDecor::GetSkill() { return m_skill; } // Gestion de la région. // 0 = normal // 1 = palmier // 2 = hiver // 3 = sapin void CDecor::SetRegion (Sint32 region) { m_region = region; } Sint32 CDecor::GetRegion() { return m_region; } // Gestion des infos. void CDecor::SetInfoMode (bool bInfo) { m_bInfo = bInfo; m_bGroundRedraw = true; // faudra redessiner les sols } bool CDecor::GetInfoMode() { return m_bInfo; } void CDecor::SetInfoHeight (Sint32 height) { m_infoHeight = height; m_bGroundRedraw = true; // faudra redessiner les sols } Sint32 CDecor::GetInfoHeight() { if (m_bInfo) return m_infoHeight; else return 0; } // Retourne le pointeur à la liste des boutons existants. char *CDecor::GetButtonExist() { return m_buttonExist; } // 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)); } // Ferme le buffer pour le undo pendant la construction. void CDecor::UndoClose() { if (m_pUndoDecor != nullptr) { free (m_pUndoDecor); m_pUndoDecor = nullptr; } } // Copie le décor dans le buffer pour le undo. void CDecor::UndoCopy() { UndoOpen(); // ouvre le buffer du undo si nécessaire if (m_pUndoDecor != nullptr) memcpy (m_pUndoDecor, &m_decor, sizeof (Cellule) * (MAXCELX / 2) * (MAXCELY / 2)); } // Revient en arrière pour tout le décor. void CDecor::UndoBack() { if (m_pUndoDecor != nullptr) { memcpy (&m_decor, m_pUndoDecor, sizeof (Cellule) * (MAXCELX / 2) * (MAXCELY / 2)); UndoClose(); m_bGroundRedraw = true; } } // Indique s'il est possible d'effectuer un undo. bool CDecor::IsUndo() { return (m_pUndoDecor != nullptr); }