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mirror of https://github.com/blupi-games/planetblupi synced 2024-12-30 10:15:36 +01:00
planetblupi/src/arrange.cpp
2017-02-12 14:36:34 +01:00

920 lines
24 KiB
C++

#include "decor.h"
#include "misc.h"
// Cette table indique les quarts de cases contenant de
// l'eau lorsque la valeur est à un.
// 0 1
// 2 3
static const char tableSee[14 * 4] =
{
0, 0, 0, 0, // 1
0, 1, 0, 1, // 2
0, 0, 1, 1, // 3
1, 0, 1, 0, // 4
1, 1, 0, 0, // 5
0, 0, 0, 1, // 6
0, 0, 1, 0, // 7
1, 0, 0, 0, // 8
0, 1, 0, 0, // 9
0, 1, 1, 1, // 10
1, 0, 1, 1, // 11
1, 1, 1, 0, // 12
1, 1, 0, 1, // 13
1, 1, 1, 1, // 14
};
// Cette table indique les quarts de cases contenant de
// la mousse ou de la terre lorsque la valeur est à un.
// 0 1
// 2 3
static const char tableDark[13 * 4] =
{
1, 1, 1, 1, // 20
0, 1, 0, 1, // 21
0, 0, 1, 1, // 22
1, 0, 1, 0, // 23
1, 1, 0, 0, // 24
0, 0, 0, 1, // 25
0, 0, 1, 0, // 26
1, 0, 0, 0, // 27
0, 1, 0, 0, // 28
1, 1, 1, 0, // 29
1, 1, 0, 1, // 30
0, 1, 1, 1, // 31
1, 0, 1, 1, // 32
};
// Retourne les bits contenant de l'eau.
bool CDecor::GetSeeBits (POINT cel, char *pBits, Sint32 index)
{
Sint32 icon;
pBits[0] = 0;
pBits[1] = 0;
pBits[2] = 0;
pBits[3] = 0;
if (cel.x < 0 || cel.x >= MAXCELX ||
cel.y < 0 || cel.y >= MAXCELY)
return false;
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
if (index == 0) // eau ?
{
if (icon < 1 || icon > 14)
return true;
icon -= 1;
pBits[0] = tableSee[icon * 4 + 0];
pBits[1] = tableSee[icon * 4 + 1];
pBits[2] = tableSee[icon * 4 + 2];
pBits[3] = tableSee[icon * 4 + 3];
}
if (index == 1) // mousse ?
{
if (icon >= 2 && icon <= 14)
return false; // eau ?
if (icon == 66 || icon == 79) // mousse spéciale ?
{
pBits[0] = 1;
pBits[1] = 1;
pBits[2] = 1;
pBits[3] = 1;
return true;
}
if (icon < 20 || icon > 32)
return true;
icon -= 20;
pBits[0] = tableDark[icon * 4 + 0];
pBits[1] = tableDark[icon * 4 + 1];
pBits[2] = tableDark[icon * 4 + 2];
pBits[3] = tableDark[icon * 4 + 3];
}
if (index == 2) // terre ?
{
if (icon >= 2 && icon <= 14)
return false; // eau ?
if ((icon >= 46 && icon <= 48) || // terre spéciale ?
icon == 71) // terre à fer ?
{
pBits[0] = 1;
pBits[1] = 1;
pBits[2] = 1;
pBits[3] = 1;
return true;
}
if (icon < 33 || icon > 45)
return true;
icon -= 33;
pBits[0] = tableDark[icon * 4 + 0];
pBits[1] = tableDark[icon * 4 + 1];
pBits[2] = tableDark[icon * 4 + 2];
pBits[3] = tableDark[icon * 4 + 3];
}
return true;
}
static void CopyBits (char *pDst, char *pSrc)
{
for (Sint32 i = 0 ; i < 4 ; i++)
*pDst++ = *pSrc++;
}
static bool ChangeBits (char *pDst, char *pSrc)
{
for (Sint32 i = 0 ; i < 4 ; i++)
{
if (*pDst++ != *pSrc++)
return true;
}
return false;
}
// Retourne l'icône correspondant aux bits d'eaux.
Sint32 CDecor::GetSeeIcon (char *pBits, Sint32 index)
{
Sint32 i;
if (index == 0) // eau ?
{
for (i = 0 ; i < 14 ; i++)
{
if (tableSee[i * 4 + 0] == pBits[0] &&
tableSee[i * 4 + 1] == pBits[1] &&
tableSee[i * 4 + 2] == pBits[2] &&
tableSee[i * 4 + 3] == pBits[3])
return i + 1;
}
}
if (index == 1) // mousse ?
{
for (i = 0 ; i < 13 ; i++)
{
if (tableDark[i * 4 + 0] == pBits[0] &&
tableDark[i * 4 + 1] == pBits[1] &&
tableDark[i * 4 + 2] == pBits[2] &&
tableDark[i * 4 + 3] == pBits[3])
return i + 20;
}
}
if (index == 2) // terre ?
{
for (i = 0 ; i < 13 ; i++)
{
if (tableDark[i * 4 + 0] == pBits[0] &&
tableDark[i * 4 + 1] == pBits[1] &&
tableDark[i * 4 + 2] == pBits[2] &&
tableDark[i * 4 + 3] == pBits[3])
return i + 33;
}
}
if (pBits[0] == 0 &&
pBits[1] == 0 &&
pBits[2] == 0 &&
pBits[3] == 0)
return 1; // herbe
return -1;
}
// Arrange le sol après une modification.
void CDecor::ArrangeFloor (POINT cel)
{
POINT test;
Sint32 max, index, icon;
char here[4], bits[4], init[4];
bool bModif = false;
icon = m_decor[cel.x / 2][cel.y / 2].floorIcon;
if (icon >= 59 && icon <= 64)
return; // pont ?
max = 3;
if (icon >= 15 && icon <= 18) // dalle spéciale ?
{
max = 1; // s'occupe que de l'eau !
}
for (index = 0 ; index < max ; index++)
{
if (!GetSeeBits (cel, here, index))
continue;
test.x = cel.x - 2; // en bas à gauche
test.y = cel.y + 2;
if (GetSeeBits (test, bits, index))
{
if (bits[2] == here[2] &&
bits[0] != here[2] &&
bits[1] != here[2] &&
bits[3] != here[2])
{
here[2] = bits[1];
bModif = true;
}
}
test.x = cel.x - 2; // en haut à gauche
test.y = cel.y - 2;
if (GetSeeBits (test, bits, index))
{
if (bits[0] == here[0] &&
bits[1] != here[0] &&
bits[2] != here[0] &&
bits[3] != here[0])
{
here[0] = bits[3];
bModif = true;
}
}
test.x = cel.x + 2; // en haut à droite
test.y = cel.y - 2;
if (GetSeeBits (test, bits, index))
{
if (bits[1] == here[1] &&
bits[0] != here[1] &&
bits[2] != here[1] &&
bits[3] != here[1])
{
here[1] = bits[2];
bModif = true;
}
}
test.x = cel.x + 2; // en bas à droite
test.y = cel.y + 2;
if (GetSeeBits (test, bits, index))
{
if (bits[3] == here[3] &&
bits[0] != here[3] &&
bits[1] != here[3] &&
bits[2] != here[3])
{
here[3] = bits[0];
bModif = true;
}
}
if (bModif)
{
icon = GetSeeIcon (here, index);
if (icon != -1)
m_decor[cel.x / 2][cel.y / 2].floorIcon = icon;
}
test.x = cel.x - 2; // à gauche
test.y = cel.y;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[1] = here[0] ? 1 : 0;
bits[3] = here[2] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x - 2; // en haut à gauche
test.y = cel.y - 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[3] = here[0] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x; // en haut
test.y = cel.y - 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[2] = here[0] ? 1 : 0;
bits[3] = here[1] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x + 2; // en haut à droite
test.y = cel.y - 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[2] = here[1] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x + 2; // à droite
test.y = cel.y;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[0] = here[1] ? 1 : 0;
bits[2] = here[3] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x + 2; // en bas à droite
test.y = cel.y + 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[0] = here[3] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x; // en bas
test.y = cel.y + 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[0] = here[2] ? 1 : 0;
bits[1] = here[3] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
test.x = cel.x - 2; // en bas à gauche
test.y = cel.y + 2;
if (GetSeeBits (test, bits, index))
{
CopyBits (init, bits);
bits[1] = here[2] ? 1 : 0;
icon = GetSeeIcon (bits, index);
if (ChangeBits (init, bits) && icon != -1)
m_decor[test.x / 2][test.y / 2].floorIcon = icon;
}
}
}
// Cette table donne les directions dans l'ordre
// est-sud-ouest-nord pour les murs.
static const char tableMur[5 * 15] =
{
20, 1, 0, 1, 0,
21, 0, 1, 0, 1,
22, 1, 1, 0, 0,
23, 0, 1, 1, 0,
24, 0, 0, 1, 1,
25, 1, 0, 0, 1,
26, 1, 1, 1, 1,
26, 0, 1, 1, 1,
26, 1, 0, 1, 1,
26, 1, 1, 0, 1,
26, 1, 1, 1, 0,
20, 1, 0, 0, 0,
20, 0, 0, 1, 0,
21, 0, 1, 0, 0,
21, 0, 0, 0, 1,
};
static const Sint16 tableMurDir[4 * 2] =
{
+2, 0, // est
0, +2, // sur
-2, 0, // ouest
0, -2, // nord
};
// Arrange un mur en fonction des autres murs dans toutes
// les directions.
// index=0 si mur (20..26)
// index=1 si palissade (65..71)
// index=2 si barrière (106..112)
void CDecor::ArrangeMur (POINT cel, Sint32 &icon, Sint32 index)
{
Sint32 i, x, y, channel;
Sint32 first, last, matiere;
Sint32 icons[4];
char murs[4];
if (index == 0)
{
first = 20;
last = 26;
matiere = 44; // pierres
}
if (index == 1)
{
first = 65;
last = 71;
matiere = 36; // planches
}
if (index == 2)
{
first = 106;
last = 112;
matiere = 36; // planches
}
for (i = 0 ; i < 4 ; i++)
{
x = cel.x + tableMurDir[i * 2 + 0];
y = cel.y + tableMurDir[i * 2 + 1];
if (IsValid (GetCel (x, y)))
{
icons[i] = m_decor[x / 2][y / 2].objectIcon;
if (icons[i] == matiere) // pierres/planches ?
MoveGetObject (GetCel (x, y), channel, icons[i]);
if (icons[i] < first || icons[i] > last)
icons[i] = -1;
}
else
icons[i] = -1;
}
for (i = 0 ; i < 4 ; i++)
{
if (icons[i] == -1)
murs[i] = 0;
else
murs[i] = tableMur[ (icons[i] - first) * 5 + 1 + ((i + 2) % 4)];
}
for (i = 0 ; i < 15 ; i++)
{
if (murs[0] == tableMur[i * 5 + 1] &&
murs[1] == tableMur[i * 5 + 2] &&
murs[2] == tableMur[i * 5 + 3] &&
murs[3] == tableMur[i * 5 + 4])
{
icon = tableMur[i * 5 + 0];
icon += first - 20;
return;
}
}
icon = -1;
}
// Arrange les objets avant une construction.
void CDecor::ArrangeBuild (POINT cel, Sint32 &channel, Sint32 &icon)
{
Sint32 index, i, x, y;
Sint32 first, last, matiere;
Sint32 oldChannel, oldIcon;
for (index = 0 ; index < 3 ; index++)
{
if (index == 0)
{
first = 20;
last = 26;
matiere = 44; // pierres
}
if (index == 1)
{
first = 65;
last = 71;
matiere = 36; // planches
}
if (index == 2)
{
first = 106;
last = 112;
matiere = 36; // planches
}
// Rien à faire si pas mur.
if (channel != CHOBJECT || icon != last)
continue;
oldChannel = m_decor[cel.x / 2][cel.y / 2].objectChannel;
oldIcon = m_decor[cel.x / 2][cel.y / 2].objectIcon;
m_decor[cel.x / 2][cel.y / 2].objectChannel = channel;
m_decor[cel.x / 2][cel.y / 2].objectIcon = icon;
for (i = 0 ; i < 4 ; i++)
{
x = cel.x + tableMurDir[i * 2 + 0];
y = cel.y + tableMurDir[i * 2 + 1];
if (IsValid (GetCel (x, y)))
{
icon = m_decor[x / 2][y / 2].objectIcon;
if (icon == matiere) // pierres/planches ?
MoveGetObject (GetCel (x, y), channel, icon);
if (icon >= first && icon <= last)
{
ArrangeMur (GetCel (x, y), icon, index);
if (icon != -1)
{
if (!MovePutObject (GetCel (x, y), channel, icon))
{
m_decor[x / 2][y / 2].objectChannel = channel;
m_decor[x / 2][y / 2].objectIcon = icon;
}
}
}
}
}
m_decor[cel.x / 2][cel.y / 2].objectChannel = oldChannel;
m_decor[cel.x / 2][cel.y / 2].objectIcon = oldIcon;
ArrangeMur (cel, icon, index);
if (icon == -1)
icon = last;
}
}
// Arrange les objets après une modification.
void CDecor::ArrangeObject (POINT cel)
{
Sint32 channel, icon;
Sint32 first, last;
Sint32 index, i, j, k, x, y;
POINT vector, test, pos;
bool bTour;
for (index = 0 ; index < 3 ; index++)
{
if (index == 0)
{
first = 20; // murs
last = 26;
}
if (index == 1)
{
first = 65; // palissades
last = 71;
}
if (index == 2)
{
first = 106; // barrière
last = 112;
}
for (i = 0 ; i < 4 ; i++)
{
x = cel.x + tableMurDir[i * 2 + 0];
y = cel.y + tableMurDir[i * 2 + 1];
if (IsValid (GetCel (x, y)))
{
icon = m_decor[x / 2][y / 2].objectIcon;
if (icon >= first && icon <= last)
{
ArrangeMur (GetCel (x, y), icon, index);
if (icon != -1)
{
m_decor[x / 2][y / 2].objectChannel = CHOBJECT;
m_decor[x / 2][y / 2].objectIcon = icon;
}
}
}
}
if (m_decor[cel.x / 2][cel.y / 2].objectIcon == last)
{
ArrangeMur (cel, icon, index);
if (icon == -1)
icon = last;
m_decor[cel.x / 2][cel.y / 2].objectChannel = CHOBJECT;
m_decor[cel.x / 2][cel.y / 2].objectIcon = icon;
}
}
// Arrange les rayons entre les tours.
if (m_decor[cel.x / 2][cel.y / 2].objectIcon == 27 || // tour ?
m_decor[cel.x / 2][cel.y / 2].objectIcon == -1) // rien ?
{
for (i = 0 ; i < 4 ; i++)
{
vector = GetVector (i * 2 * 16);
test = cel;
bTour = false;
j = 0;
while (true)
{
test.x += vector.x * 2;
test.y += vector.y * 2;
if (m_decor[test.x / 2][test.y / 2].objectIcon == 27) // tour ?
{
bTour = true;
break;
}
if (m_decor[test.x / 2][test.y / 2].objectIcon != -1 &&
m_decor[test.x / 2][test.y / 2].objectIcon != 10001 - i % 2)
break;
j ++;
if (j >= 2 + 1)
break;
}
if (m_decor[cel.x / 2][cel.y / 2].objectIcon != 27) // pas tour ?
bTour = false;
test = cel;
for (k = 0 ; k < j ; k++)
{
test.x += vector.x * 2;
test.y += vector.y * 2;
if (bTour)
{
channel = CHOBJECT;
icon = 10001 - i % 2; // rayon e-o (10001) ou n-s (10000)
}
else
{
channel = -1;
icon = -1;
}
m_decor[test.x / 2][test.y / 2].objectChannel = channel;
m_decor[test.x / 2][test.y / 2].objectIcon = icon;
if (!m_bBuild && bTour)
{
if (MoveCreate (test, -1, false, CHOBJECT, -1,
-1, -1, 9999, 1, 0, true))
{
MoveAddIcons (test, 5 - i % 2, true); // éclairs
}
pos = ConvCelToPos (test);
m_pSound->PlayImage (SOUND_RAYON1, pos);
}
if (!m_bBuild && !bTour)
MoveFinish (test);
}
}
}
}
// Test s'il faut remplir le sol ici.
bool CDecor::ArrangeFillTestFloor (POINT cel1, POINT cel2)
{
POINT cel;
Sint32 icon1, icon2;
icon1 = m_fillSearchIcon;
icon2 = m_fillSearchIcon;
if (m_fillPutChannel == CHFLOOR &&
m_fillPutIcon == 1 && // met de l'herbe..
m_fillSearchIcon == 14) // ..sur de l'eau ?
{
icon1 = 2;
icon2 = 14; // eau & rives
}
if (m_fillPutChannel == CHFLOOR &&
m_fillPutIcon == 14 && // met de l'eau..
m_fillSearchIcon == 1) // ..sur de l'herbe ?
{
icon1 = 1;
icon2 = 13; // herbe & rives
}
for (cel.x = cel1.x ; cel.x <= cel2.x ; cel.x += 2)
{
for (cel.y = cel1.y ; cel.y <= cel2.y ; cel.y += 2)
{
if (!IsValid (cel))
continue;
if (m_decor[cel.x / 2][cel.y / 2].floorChannel != m_fillSearchChannel ||
m_decor[cel.x / 2][cel.y / 2].floorIcon < icon1 ||
m_decor[cel.x / 2][cel.y / 2].floorIcon > icon2)
return false;
if (m_fillPutChannel == CHFLOOR &&
m_fillPutIcon == 14 && // met de l'eau ?
m_decor[cel.x / 2][cel.y / 2].objectIcon != -1)
return false;
}
}
if (m_fillPutChannel == CHFLOOR &&
m_fillPutIcon == 14 && // met de l'eau ?
IsBlupiHereEx (cel1, cel2, -1, false))
return false;
return true;
}
// Test s'il faut remplir ici.
bool CDecor::ArrangeFillTest (POINT pos)
{
POINT cel1, cel2;
if (m_pFillMap[ (pos.x / 2) + (pos.y / 2) * (MAXCELX / 2)] == 1)
return false;
if (m_bFillFloor)
{
cel1.x = pos.x - 2;
cel1.y = pos.y - 2;
cel2.x = pos.x + 3;
cel2.y = pos.y + 3;
return ArrangeFillTestFloor (cel1, cel2);
}
else
{
if (m_decor[pos.x / 2][pos.y / 2].objectChannel == m_fillSearchChannel &&
m_decor[pos.x / 2][pos.y / 2].objectIcon == m_fillSearchIcon &&
!IsBlupiHereEx (GetCel (pos.x + 0, pos.y + 0),
GetCel (pos.x + 1, pos.y + 1), -1, false))
{
if (m_decor[pos.x / 2][pos.y / 2].floorChannel == CHFLOOR &&
m_decor[pos.x / 2][pos.y / 2].floorIcon >= 2 &&
m_decor[pos.x / 2][pos.y / 2].floorIcon <= 14) // rive ou eau ?
return false;
return true;
}
}
return false;
}
// Modifie le décor lors d'un remplissage.
void CDecor::ArrangeFillPut (POINT pos, Sint32 channel, Sint32 icon)
{
if (m_bFillFloor)
{
PutFloor (pos, channel, icon);
ArrangeFloor (pos);
}
else
{
if (icon >= 0 && icon <= 5) // plantes ?
icon = Random (0, 5);
if (icon >= 6 && icon <= 11) // arbres ?
icon = Random (6, 11);
if (icon >= 37 && icon <= 43) // rochers ?
icon = Random (37, 43);
PutObject (pos, channel, icon);
ArrangeObject (pos);
}
}
// Rempli un sol à partir d'une position donnée.
void CDecor::ArrangeFillSearch (POINT pos)
{
Sint32 startX, endX;
// Cherche la borne gauche.
startX = pos.x;
endX = pos.x;
while (pos.x > 0 && ArrangeFillTest (pos))
pos.x -= 2;
startX = pos.x + 2;
// Cherche la borne droite.
pos.x = endX;
while (pos.x < MAXCELX - 2 && ArrangeFillTest (pos))
pos.x += 2;
endX = pos.x - 2;
// Rempli toute la ligne trouvée.
pos.x = startX;
while (pos.x <= endX)
{
m_pFillMap[ (pos.x / 2) + (pos.y / 2) * (MAXCELX / 2)] = 1;
pos.x += 2;
}
// Cherche la ligne au-dessus.
if (pos.y > 0)
{
pos.y -= 2;
pos.x = startX;
while (pos.x <= endX)
{
while (pos.x <= endX && !ArrangeFillTest (pos))
pos.x += 2;
if (pos.x > endX)
break;
if (ArrangeFillTest (pos))
{
ArrangeFillSearch (pos); // appel récursif
}
while (pos.x <= endX && ArrangeFillTest (pos))
pos.x += 2;
}
pos.y += 2;
}
// Cherche la ligne au-dessous.
if (pos.y < MAXCELY - 2)
{
pos.y += 2;
pos.x = startX;
while (pos.x <= endX)
{
while (pos.x <= endX && !ArrangeFillTest (pos))
pos.x += 2;
if (pos.x > endX)
break;
if (ArrangeFillTest (pos))
{
ArrangeFillSearch (pos); // appel récursif
}
while (pos.x <= endX && ArrangeFillTest (pos))
pos.x += 2;
}
}
}
// Rempli un sol à partir d'une position donnée.
void CDecor::ArrangeFill (POINT pos, Sint32 channel, Sint32 icon, bool bFloor)
{
m_bFillFloor = bFloor;
pos.x = (pos.x / 2) * 2;
pos.y = (pos.y / 2) * 2;
m_fillPutChannel = channel;
m_fillPutIcon = icon;
if (bFloor)
GetFloor (pos, m_fillSearchChannel, m_fillSearchIcon);
else
GetObject (pos, m_fillSearchChannel, m_fillSearchIcon);
m_pFillMap = (char *)malloc (MAXCELX * MAXCELY * sizeof (char) / 4);
if (m_pFillMap == nullptr)
return;
memset (m_pFillMap, 0, MAXCELX * MAXCELY * sizeof (char) / 4);
ArrangeFillSearch (pos);
for (pos.x = 0 ; pos.x < MAXCELX ; pos.x += 2)
{
for (pos.y = 0 ; pos.y < MAXCELY ; pos.y += 2)
{
if (m_pFillMap[ (pos.x / 2) + (pos.y / 2) * (MAXCELX / 2)] == 1)
ArrangeFillPut (pos, channel, icon);
}
}
free (m_pFillMap);
}
// Supprime tous les personnages bloqués dans des murs
// ou debout sur l'eau.
void CDecor::ArrangeBlupi()
{
Sint32 rank;
for (rank = 0 ; rank < MAXBLUPI ; rank++)
{
if (m_blupi[rank].bExist)
{
if (!IsFreeCel (m_blupi[rank].cel, rank))
m_blupi[rank].bExist = false;
}
}
}