mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
3420 lines
69 KiB
C++
3420 lines
69 KiB
C++
// CDecor.cpp
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//
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#include <stdlib.h>
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#include <stdio.h>
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#include <ddraw.h>
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#include "def.h"
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#include "resource.h"
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#include "pixmap.h"
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#include "sound.h"
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#include "decor.h"
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#include "action.h"
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#include "text.h"
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#include "misc.h"
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#include "fifo.h"
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#include "DECMOVE.h"
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/////////////////////////////////////////////////////////////////////////////
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#define TEXTDELAY 10 // délai avant apparition tooltips
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POINT GetCel(int x, int y)
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{
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POINT cel;
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cel.x = x;
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cel.y = y;
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return cel;
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}
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POINT GetCel(POINT cel, int x, int y)
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{
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cel.x += x;
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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.
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// On ne peut pas aller dans la dernière cellule tout au
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// bord (-2) pour permettre de gérer le brouillard proprement
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// jusque dans les bords !
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bool IsValid(POINT cel)
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{
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if ( cel.x < 2 || cel.x >= MAXCELX-2 ||
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cel.y < 2 || cel.y >= MAXCELX-2 ) return false;
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return true;
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}
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// Retourne un vecteur orienté dans une direction donnée.
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POINT GetVector(int direct)
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{
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POINT vector;
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vector.x = 0;
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vector.y = 0;
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switch ( direct )
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{
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case DIRECT_E:
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vector.x = +1;
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break;
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case DIRECT_SE:
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vector.x = +1;
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vector.y = +1;
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break;
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case DIRECT_S:
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vector.y = +1;
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break;
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case DIRECT_SO:
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vector.x = -1;
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vector.y = +1;
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break;
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case DIRECT_O:
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vector.x = -1;
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break;
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case DIRECT_NO:
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vector.x = -1;
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vector.y = -1;
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break;
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case DIRECT_N:
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vector.y = -1;
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break;
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case DIRECT_NE:
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vector.x = +1;
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vector.y = -1;
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break;
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}
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return vector;
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}
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// Constructeur.
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CDecor::CDecor()
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{
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m_hWnd = NULL;
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m_pSound = NULL;
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m_pUndoDecor = NULL;
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m_celCoin.x = 90;
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m_celCoin.y = 98;
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m_celHili.x = -1;
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m_celOutline1.x = -1;
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m_celOutline2.x = -1;
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m_bHiliRect = false; // pas de rectangle de sélection
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m_shiftHili = 0;
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m_shiftOffset.x = 0;
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m_shiftOffset.y = 0;
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m_nbBlupiHili = 0;
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m_rankBlupiHili = -1;
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m_rankHili = -1;
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m_bFog = false;
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m_bBuild = false;
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m_bInvincible = false;
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m_bSuper = false;
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m_bHideTooltips = false;
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m_bInfo = false;
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m_infoHeight = 100;
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m_phase = 0;
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m_totalTime = 0;
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m_region = 0;
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m_lastRegion = 999;
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m_skill = 0;
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Init(CHFLOOR, 0);
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BlupiFlush();
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MoveFlush();
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InitDrapeau();
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}
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// Destructeur.
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CDecor::~CDecor()
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{
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UndoClose(); // libère le buffer du undo
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}
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// Initialisation générale.
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void CDecor::Create(HWND hWnd, CSound *pSound, CPixmap *pPixmap)
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{
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m_hWnd = hWnd;
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m_pSound = pSound;
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m_pPixmap = pPixmap;
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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(int channel, int icon)
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{
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int x, y;
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for ( x=0 ; x<MAXCELX/2 ; x++ )
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{
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for ( y=0 ; y<MAXCELY/2 ; y++ )
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{
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m_decor[x][y].floorChannel = channel;
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m_decor[x][y].floorIcon = icon;
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m_decor[x][y].objectChannel = -1;
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m_decor[x][y].objectIcon = -1;
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m_decor[x][y].fog = FOGHIDE; // caché
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m_decor[x][y].rankMove = -1;
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m_decor[x][y].workBlupi = -1;
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m_decor[x][y].fire = 0;
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}
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}
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for ( x=0 ; x<MAXCELX ; x++ )
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{
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for ( y=0 ; y<MAXCELY ; y++ )
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{
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m_rankBlupi[x][y] = -1;
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}
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}
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m_bOutline = false;
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m_bGroundRedraw = true;
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}
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// Initialise le décor après une modification.
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void CDecor::InitAfterBuild()
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{
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ClearFog(); // met tout sous le brouillard
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ClearFire();
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MoveFixInit();
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InitDrapeau();
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BlupiDeselect();
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}
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// Initialise les mises en évidence, avant de jouer.
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void CDecor::ResetHili()
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{
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m_bHiliRect = false; // plus de rectangle
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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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{
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POINT totalDim, iconDim;
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char filename[50];
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if ( m_region == m_lastRegion ) return true;
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m_lastRegion = m_region;
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totalDim.x = DIMCELX*2*16;
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totalDim.y = DIMCELY*2*6;
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iconDim.x = DIMCELX*2;
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iconDim.y = DIMCELY*2;
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sprintf(filename, "image\\floor%.3d.blp", m_region);
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if ( !m_pPixmap->Cache(CHFLOOR, filename, totalDim, iconDim, false) )
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return false;
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m_pPixmap->SetTransparent(CHFLOOR, RGB(0,0,255)); // bleu
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totalDim.x = DIMOBJX*16;
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totalDim.y = DIMOBJY*8;
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iconDim.x = DIMOBJX;
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iconDim.y = DIMOBJY;
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sprintf(filename, "image\\obj%.3d.blp", m_region);
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if ( !m_pPixmap->Cache(CHOBJECT, filename, totalDim, iconDim, false) )
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return false;
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m_pPixmap->SetTransparent(CHOBJECT, RGB(0,0,255)); // bleu
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sprintf(filename, "image\\obj-o%.3d.blp", m_region);
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if ( !m_pPixmap->Cache(CHOBJECTo, filename, totalDim, iconDim, false) )
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return false;
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m_pPixmap->SetTransparent(CHOBJECTo, RGB(255,255,255)); // blanc
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MapInitColors(); // init les couleurs pour la carte
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m_bGroundRedraw = true;
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return true;
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}
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// Met partout du brouillard, sauf aux endroits des blupi.
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void CDecor::ClearFog()
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{
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int x, y, rank;
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for ( x=0 ; x<MAXCELX/2 ; x++ )
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{
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for ( y=0 ; y<MAXCELY/2 ; y++ )
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{
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m_decor[x][y].fog = FOGHIDE; // caché
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}
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}
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for ( rank=0 ; rank<MAXBLUPI ; rank++ )
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{
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if ( m_blupi[rank].bExist )
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{
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BlupiPushFog(rank);
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}
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}
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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()
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{
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int x, y;
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for ( x=0 ; x<MAXCELX/2 ; x++ )
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{
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for ( y=0 ; y<MAXCELY/2 ; y++ )
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{
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if ( m_decor[x][y].fire >= MoveMaxFire() ) // déjà brulé ?
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{
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m_decor[x][y].fire = 0; // pourra de nouveau bruler
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}
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if ( m_decor[x][y].fire > 1 ) // en train de bruler ?
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{
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m_decor[x][y].fire = 1; // début du feu
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}
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}
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}
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}
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// Indique le mode jeu/construction.
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void CDecor::SetBuild(bool bBuild)
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{
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m_bBuild = bBuild;
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}
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// Indique s'il faut tenir compte du brouillard.
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void CDecor::EnableFog(bool bEnable)
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{
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m_bFog = bEnable;
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m_bOutline = false;
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}
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// Gestion du mode invincible.
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bool CDecor::GetInvincible()
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{
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return m_bInvincible;
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}
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void CDecor::SetInvincible(bool bInvincible)
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{
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m_bInvincible = bInvincible;
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}
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// Gestion du mode costaud (superblupi).
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bool CDecor::GetSuper()
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{
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return m_bSuper;
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}
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void CDecor::SetSuper(bool bSuper)
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{
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m_bSuper = bSuper;
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}
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// Bascule le mode outline.
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void CDecor::FlipOutline()
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{
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m_bOutline = !m_bOutline;
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m_timeFlipOutline = m_timeConst+50;
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}
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// Initialise un sol dans une cellule.
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bool CDecor::PutFloor(POINT cel, int channel, int icon)
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{
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if ( cel.x < 0 || cel.x >= MAXCELX ||
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cel.y < 0 || cel.y >= MAXCELY ) return false;
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m_decor[cel.x/2][cel.y/2].floorChannel = channel;
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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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}
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// Initialise un objet dans une cellule.
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bool CDecor::PutObject(POINT cel, int channel, int icon)
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{
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if ( cel.x < 0 || cel.x >= MAXCELX ||
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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;
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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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}
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// Retourne un sol dans une cellule.
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bool CDecor::GetFloor(POINT cel, int &channel, int &icon)
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{
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if ( cel.x < 0 || cel.x >= MAXCELX ||
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cel.y < 0 || cel.y >= MAXCELY ) return false;
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channel = m_decor[cel.x/2][cel.y/2].floorChannel;
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icon = m_decor[cel.x/2][cel.y/2].floorIcon;
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return true;
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}
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// Retourne une objet dans une cellule.
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bool CDecor::GetObject(POINT cel, int &channel, int &icon)
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{
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if ( cel.x < 0 || cel.x >= MAXCELX ||
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cel.y < 0 || cel.y >= MAXCELY ) return false;
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channel = m_decor[cel.x/2][cel.y/2].objectChannel;
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icon = m_decor[cel.x/2][cel.y/2].objectIcon;
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return true;
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}
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// Modifie le feu pour une cellule.
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bool CDecor::SetFire(POINT cel, bool bFire)
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{
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if ( cel.x < 0 || cel.x >= MAXCELX ||
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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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}
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// Modifie l'offset pour le shift.
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void CDecor::SetShiftOffset(POINT offset)
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{
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m_shiftOffset = offset;
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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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{
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POINT pos;
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pos.x = ((cel.x-m_celCoin.x)-(cel.y-m_celCoin.y))*(DIMCELX/2);
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pos.y = ((cel.x-m_celCoin.x)+(cel.y-m_celCoin.y))*(DIMCELY/2);
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pos.x += POSDRAWX+m_shiftOffset.x;
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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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{
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POINT cel;
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if ( bMap &&
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pos.x >= POSMAPX && pos.x < POSMAPX+DIMMAPX &&
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pos.y >= POSMAPY && pos.y < POSMAPY+DIMMAPY )
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{
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pos.x -= POSMAPX;
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pos.y -= POSMAPY;
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return ConvMapToCel(pos);
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}
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pos.x -= POSDRAWX+DIMCELX/2;
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pos.y -= POSDRAWY;
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cel.x = (pos.y*DIMCELX + pos.x*DIMCELY) / (DIMCELX*DIMCELY);
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// cel.y = (pos.y*DIMCELX - pos.x*DIMCELY) / (DIMCELX*DIMCELY);
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cel.y = (pos.y*DIMCELX - pos.x*DIMCELY);
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if ( cel.y < 0 ) cel.y -= (DIMCELX*DIMCELY);
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cel.y /= (DIMCELX*DIMCELY);
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cel.x += m_celCoin.x;
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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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{
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POINT cel;
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pos.x -= POSDRAWX+DIMCELX/2;
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pos.y -= POSDRAWY;
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if ( m_celCoin.x%2 != 0 && m_celCoin.y%2 == 0 )
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{
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pos.x += DIMCELX/2;
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pos.y += DIMCELY/2;
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}
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if ( m_celCoin.x%2 == 0 && m_celCoin.y%2 != 0 )
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{
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pos.x -= DIMCELX/2;
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pos.y += DIMCELY/2;
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}
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if ( m_celCoin.x%2 != 0 && m_celCoin.y%2 != 0 )
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{
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pos.y += DIMCELY;
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}
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cel.x = (pos.y*DIMCELX*2 + pos.x*DIMCELY*2) / (DIMCELX*2*DIMCELY*2);
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// cel.y = (pos.y*DIMCELX*2 - pos.x*DIMCELY*2) / (DIMCELX*2*DIMCELY*2);
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cel.y = (pos.y*DIMCELX*2 - pos.x*DIMCELY*2);
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if ( cel.y < 0 ) cel.y -= (DIMCELX*2*DIMCELY*2);
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cel.y /= (DIMCELX*2*DIMCELY*2);
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cel.x = (cel.x*2+m_celCoin.x)/2*2;
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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),
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// il faut toujours mettre blupi le plus au fond possible
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// (minimiser x et y).
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void CDecor::BuildPutBlupi()
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{
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int x, y, dx, dy, xMin, yMin, rank, clipLeft;
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POINT pos;
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#if 0 // déjà fait au point (1), voir Build
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for ( x=0 ; x<MAXCELX ; x++ )
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{
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for ( y=0 ; y<MAXCELY ; y++ )
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{
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m_rankBlupi[x][y] = -1;
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}
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}
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#endif
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for ( rank=0 ; rank<MAXBLUPI ; rank++ )
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{
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if ( m_blupi[rank].bExist &&
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m_blupi[rank].channel != -1 &&
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m_blupi[rank].icon != -1 )
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{
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xMin = m_blupi[rank].destCel.x;
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if ( xMin > m_blupi[rank].cel.x ) xMin = m_blupi[rank].cel.x;
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yMin = m_blupi[rank].destCel.y;
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if ( yMin > m_blupi[rank].cel.y ) yMin = m_blupi[rank].cel.y;
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// Si blupi entre dans une maison, il faut initialiser
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// 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(int x, int y, POINT pos, int rank)
|
|
{
|
|
int icon, nb;
|
|
short* 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, 0, 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(int x, int y, POINT pos, int rank)
|
|
{
|
|
int hBuild, offset, startY, endY;
|
|
int channel, icon, nb;
|
|
short* 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(int icon, POINT &pos)
|
|
{
|
|
pos.x -= DIMCELX/2;
|
|
pos.y -= 96;
|
|
|
|
static int 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 int 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");
|
|
int 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)
|
|
{
|
|
int 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 int table_eau[6] =
|
|
{
|
|
70,68,14,69,14,68
|
|
};
|
|
static int table_random_x[10] =
|
|
{
|
|
2,5,1,9,4,0,6,3,8,7
|
|
};
|
|
static int 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, 1);
|
|
|
|
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 )
|
|
{
|
|
n = GetResHili(posMouse);
|
|
if ( n != -1 )
|
|
{
|
|
LoadString(n, m_text, 50);
|
|
posMouse.x += 10;
|
|
posMouse.y += 20;
|
|
DrawText(m_pPixmap, posMouse, m_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(int 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(int total)
|
|
{
|
|
m_totalTime = total;
|
|
}
|
|
|
|
// Retourne le temps total passé dans cette partie.
|
|
|
|
int CDecor::GetTotalTime()
|
|
{
|
|
return m_totalTime;
|
|
}
|
|
|
|
|
|
// Compte le nombre total de sols contenus dans les décors.
|
|
|
|
int CDecor::CountFloor(int channel, int icon)
|
|
{
|
|
int x, y;
|
|
int 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
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int CDecor::CelOkForAction(POINT cel, int action, int rank,
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int icons[4][4],
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POINT &celOutline1,
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POINT &celOutline2)
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{
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int x, y, i, j, channel, icon, nb, start, direct;
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int error = 0;
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bool bStrong = false;
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bool bTransport = false;
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bool bVehicule = false;
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bool bVehiculeA = false;
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POINT vector;
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for ( x=0 ; x<4 ; x++ )
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{
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for ( y=0 ; y<4 ; y++ )
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{
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icons[x][y] = -1;
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}
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}
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celOutline1.x = -1;
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celOutline2.x = -1;
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if ( action == 2 ||
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action == WM_ACTION_ABAT1 ||
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action == WM_ACTION_ROC1 ||
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action == WM_ACTION_DEPOSE ||
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action == WM_ACTION_LABO ||
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action == WM_ACTION_FLEUR1 ||
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action == WM_ACTION_CULTIVE ||
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action == WM_ACTION_DRAPEAU )
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{
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cel.x = (cel.x/2)*2;
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cel.y = (cel.y/2)*2;
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}
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if ( rank >= 0 )
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{
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if ( m_blupi[rank].energy > MAXENERGY/4 ) // blupi fort ?
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{
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bStrong = true;
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}
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if ( m_blupi[rank].takeChannel != -1 ) // porte qq chose ?
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{
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bTransport = true;
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}
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if ( m_blupi[rank].vehicule != 0 ) // pas à pied ?
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{
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bVehicule = true;
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}
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if ( m_blupi[rank].vehicule != 0 && // pas à pied ?
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m_blupi[rank].vehicule != 3 ) // pas armure ?
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{
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bVehiculeA = true;
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}
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}
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if ( action == 0 )
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{
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if ( IsBlupiHere(cel, false) )
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{
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icons[1][1] = ICON_HILI_SEL;
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}
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else
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{
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if ( IsFreeCel(cel, -1) && m_nbBlupiHili > 0 )
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{
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icons[1][1] = ICON_HILI_ANY;
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}
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else
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{
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icons[1][1] = ICON_HILI_ERR;
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}
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}
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}
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if ( action == 1 )
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{
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icons[1][1] = ICON_HILI_BUILD; // action
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}
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if ( action == 2 )
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{
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icons[1][1] = ICON_HILI_BUILD; // action
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icons[2][1] = ICON_HILI_BUILD;
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icons[1][2] = ICON_HILI_BUILD;
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icons[2][2] = ICON_HILI_BUILD;
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}
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if ( action == WM_ACTION_STOP )
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{
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error = ERROR_MISC;
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if ( m_blupi[rank].stop == 0 &&
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(m_blupi[rank].goalAction == WM_ACTION_GO ||
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(m_blupi[rank].goalAction >= WM_ACTION_ABAT1 &&
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m_blupi[rank].goalAction <= WM_ACTION_ABAT6) ||
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(m_blupi[rank].goalAction >= WM_ACTION_ROC1 &&
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m_blupi[rank].goalAction <= WM_ACTION_ROC7) ||
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m_blupi[rank].goalAction == WM_ACTION_CULTIVE ||
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m_blupi[rank].goalAction == WM_ACTION_CULTIVE2 ||
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m_blupi[rank].goalAction == WM_ACTION_DRAPEAU ||
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m_blupi[rank].goalAction == WM_ACTION_DRAPEAU2 ||
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m_blupi[rank].goalAction == WM_ACTION_DRAPEAU3 ||
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m_blupi[rank].goalAction == WM_ACTION_FLEUR1 ||
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m_blupi[rank].goalAction == WM_ACTION_FLEUR2 ||
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m_blupi[rank].goalAction == WM_ACTION_FLEUR3) )
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{
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error = 0;
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}
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if ( m_blupi[rank].stop == 0 &&
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m_blupi[rank].goalAction != 0 &&
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m_blupi[rank].interrupt == 1 )
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{
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error = 0;
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}
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if ( m_blupi[rank].repeatLevel != -1 )
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{
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error = 0;
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}
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}
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if ( action == WM_ACTION_GO )
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{
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if ( m_decor[cel.x/2][cel.y/2].objectIcon == 113 ) // maison ?
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{
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cel.x = (cel.x/2)*2+1;
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cel.y = (cel.y/2)*2+1;
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}
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error = ERROR_MISC;
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if ( m_nbBlupiHili > 0 )
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{
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nb = m_nbBlupiHili;
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if ( nb > 16 ) nb = 16;
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for ( i=0 ; i<nb ; i++ )
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{
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x = table_multi_goal[i*2+0];
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y = table_multi_goal[i*2+1];
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rank = GetHiliRankBlupi(i);
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if ( ((m_blupi[rank].takeChannel == -1) ||
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(m_blupi[rank].energy > MAXENERGY/4)) &&
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IsFreeCelGo(GetCel(cel.x+x,cel.y+y), rank) &&
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!IsBlupiHere(GetCel(cel.x+x,cel.y+y), true) )
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{
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//? icons[1+x][1+y] = ICON_HILI_GO; // flèche
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icons[1+x][1+y] = ICON_HILI_OP; // action
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error = 0;
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}
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else
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{
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icons[1+x][1+y] = ICON_HILI_ERR;
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}
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}
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}
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else
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{
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icons[1][1] = ICON_HILI_ERR;
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}
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}
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if ( action == WM_ACTION_ABAT1 )
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{
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GetObject(cel, channel, icon);
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if ( bStrong && !bTransport && !bVehicule &&
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channel == CHOBJECT && icon >= 6 && icon <= 11 && // arbre ?
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!MoveIsUsed(cel) &&
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IsWorkableObject(cel, rank) )
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{
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icons[1][1] = ICON_HILI_OP; // action
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icons[2][1] = ICON_HILI_OP;
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icons[1][2] = ICON_HILI_OP;
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icons[2][2] = ICON_HILI_OP;
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celOutline1 = cel;
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celOutline2 = cel;
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}
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else
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{
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icons[1][1] = ICON_HILI_ERR; // croix
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icons[2][1] = ICON_HILI_ERR;
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icons[1][2] = ICON_HILI_ERR;
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icons[2][2] = ICON_HILI_ERR;
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error = ERROR_MISC;
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}
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}
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if ( action == WM_ACTION_ROC1 )
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{
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GetObject(cel, channel, icon);
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if ( bStrong && !bTransport && !bVehicule &&
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m_blupi[rank].perso != 8 && // pas disciple ?
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channel == CHOBJECT && icon >= 37 && icon <= 43 && // rochers ?
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!MoveIsUsed(cel) &&
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IsWorkableObject(cel, rank) )
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{
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icons[1][1] = ICON_HILI_OP; // action
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icons[2][1] = ICON_HILI_OP;
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icons[1][2] = ICON_HILI_OP;
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icons[2][2] = ICON_HILI_OP;
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celOutline1 = cel;
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celOutline2 = cel;
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}
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else
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{
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icons[1][1] = ICON_HILI_ERR; // croix
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icons[2][1] = ICON_HILI_ERR;
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icons[1][2] = ICON_HILI_ERR;
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icons[2][2] = ICON_HILI_ERR;
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error = ERROR_MISC;
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}
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}
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if ( action >= WM_ACTION_BUILD1 &&
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action <= WM_ACTION_BUILD6 )
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{
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if ( cel.x%2 != 1 || cel.y%2 != 1 )
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{
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icons[1][1] = ICON_HILI_ERR;
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error = ERROR_MISC;
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}
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else
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{
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cel.x --;
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cel.y --;
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if ( !bStrong || bTransport || bVehicule )
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{
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error = ERROR_MISC; // pas assez fort
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}
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if ( action == WM_ACTION_BUILD1 || // cabane ?
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action == WM_ACTION_BUILD2 || // couveuse ?
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action == WM_ACTION_BUILD6 ) // téléporteur ?
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{
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GetFloor(cel, channel, icon);
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if ( channel != CHFLOOR ||
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(icon != 1 && // herbe claire ?
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(icon < 19 || icon > 32)) ) // herbe foncée ?
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{
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error = ERROR_GROUND; // sol pas adéquat
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}
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}
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if ( action == WM_ACTION_BUILD4 ) // mine ?
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{
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GetFloor(cel, channel, icon);
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if ( channel != CHFLOOR || icon != 71 ) // terre à fer ?
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{
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error = ERROR_GROUND; // sol pas adéquat
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}
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}
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if ( action == WM_ACTION_BUILD6 && // téléporteur ?
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CountFloor(CHFLOOR, 80) >= 2 ) // déjà 2 ?
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{
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error = ERROR_TELE2; // déjà 2 téléporteurs
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}
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if ( action == WM_ACTION_BUILD3 ||
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action == WM_ACTION_BUILD5 ) start = 44; // pierres
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else start = 36; // planches
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if ( start == 44 &&
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m_blupi[rank].perso == 8 ) start = 999; // disciple ?
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GetObject(cel, channel, icon);
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if ( channel != CHOBJECT || icon != start ) // planches ?
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{
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error = ERROR_MISC; // pas de planches !
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}
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for ( x=-1 ; x<3 ; x++ )
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{
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for ( y=-1 ; y<3 ; y++ )
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{
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if ( error ) icons[x+1][y+1] = ICON_HILI_ERR;
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else icons[x+1][y+1] = ICON_HILI_OP;
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}
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}
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for ( x=-1 ; x<3 ; x++ )
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{
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for ( y=-1 ; y<3 ; y++ )
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{
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if ( (x<0 || x>1 || y<0 || y>1) &&
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!IsFreeCel(GetCel(cel,x,y), rank) )
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{
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error = ERROR_FREE;
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icons[x+1][y+1] = ICON_HILI_ERR; // croix
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}
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if ( IsBlupiHereEx(GetCel(cel,x,y), rank, false) )
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{
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error = ERROR_FREE;
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icons[x+1][y+1] = ICON_HILI_ERR; // croix
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}
|
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}
|
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}
|
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}
|
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}
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|
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if ( action == WM_ACTION_MUR )
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{
|
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if ( cel.x%2 != 1 || cel.y%2 != 1 )
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{
|
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icons[1][1] = ICON_HILI_ERR;
|
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error = ERROR_MISC;
|
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}
|
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else
|
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{
|
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cel.x --;
|
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cel.y --;
|
|
|
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if ( !bStrong || bTransport || bVehicule ||
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m_blupi[rank].perso == 8 ) // disciple ?
|
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{
|
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error = ERROR_MISC; // pas assez fort
|
|
}
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|
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GetObject(cel, channel, icon);
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if ( channel != CHOBJECT || icon != 44 ) // pierres ?
|
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{
|
|
error = ERROR_MISC; // pas de pierres !
|
|
}
|
|
|
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for ( x=0 ; x<2 ; x++ )
|
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{
|
|
for ( y=0 ; y<2 ; y++ )
|
|
{
|
|
if ( error ) icons[x+1][y+1] = ICON_HILI_ERR;
|
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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;
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|
|
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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
|
|
}
|
|
|
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// GetFloor(cel, channel, icon);
|
|
// if ( channel != CHFLOOR ||
|
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// (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.
|
|
|
|
int CDecor::CelOkForAction(POINT cel, int action, int rank)
|
|
{
|
|
int icons[4][4];
|
|
POINT celOutline1, celOutline2;
|
|
|
|
return CelOkForAction(cel, action, rank, icons,
|
|
celOutline1, celOutline2);
|
|
}
|
|
|
|
// Retourne le rang du nième blupi sélectionné.
|
|
|
|
int CDecor::GetHiliRankBlupi(int nb)
|
|
{
|
|
int 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, int action)
|
|
{
|
|
int 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, int 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(int list)
|
|
{
|
|
int 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.
|
|
|
|
int CDecor::GetResHili(POINT posMouse)
|
|
{
|
|
int res, icon;
|
|
|
|
// Les valeurs négatives correspondent aux objets placés
|
|
// au coin inf/droite de la cellule.
|
|
static short table_object[] =
|
|
{
|
|
131, // nb
|
|
0,0,0,0,0,0,
|
|
TX_OBJ_ARBRE, TX_OBJ_ARBRE, TX_OBJ_ARBRE,
|
|
TX_OBJ_ARBRE, TX_OBJ_ARBRE, TX_OBJ_ARBRE,
|
|
TX_OBJ_FUSEE,0,
|
|
TX_OBJ_METAL,
|
|
0, -TX_OBJ_ARMURE,
|
|
0,0,0,
|
|
TX_OBJ_MUR, TX_OBJ_MUR, TX_OBJ_MUR, TX_OBJ_MUR,
|
|
TX_OBJ_MUR, TX_OBJ_MUR, TX_OBJ_MUR,
|
|
TX_OBJ_TOUR,
|
|
TX_OBJ_LABO, TX_OBJ_LABO,
|
|
TX_OBJ_ARBREb, TX_OBJ_ARBREb, TX_OBJ_ARBREb,
|
|
TX_OBJ_ARBREb, TX_OBJ_ARBREb, TX_OBJ_ARBREb,
|
|
-TX_OBJ_PLANCHE,
|
|
TX_OBJ_ROC, TX_OBJ_ROC, TX_OBJ_ROC, TX_OBJ_ROC,
|
|
TX_OBJ_ROC, TX_OBJ_ROC, TX_OBJ_ROC,
|
|
-TX_OBJ_PIERRE,
|
|
TX_OBJ_FEU, TX_OBJ_FEU, TX_OBJ_FEU, TX_OBJ_FEU,
|
|
TX_OBJ_FEU, TX_OBJ_FEU, TX_OBJ_FEU, TX_OBJ_FEU,
|
|
0,0,0,0,
|
|
-TX_OBJ_TOMATE, -TX_OBJ_TOMATE, -TX_OBJ_TOMATE, -TX_OBJ_TOMATE,
|
|
TX_OBJ_CABANE, TX_OBJ_CABANE,
|
|
-TX_OBJ_OEUF, TX_OBJ_OEUF,
|
|
TX_OBJ_PALISSADE, TX_OBJ_PALISSADE, TX_OBJ_PALISSADE, TX_OBJ_PALISSADE,
|
|
TX_OBJ_PALISSADE, TX_OBJ_PALISSADE, TX_OBJ_PALISSADE,
|
|
TX_OBJ_PONT, TX_OBJ_PONT,
|
|
0,0,0,0,0,0,
|
|
-TX_OBJ_POTION,
|
|
TX_OBJ_FLEUR1, -TX_OBJ_BOUQUET1,
|
|
TX_OBJ_FLEUR2, -TX_OBJ_BOUQUET2,
|
|
-TX_OBJ_DYNAMITE, -TX_OBJ_DYNAMITE, -TX_OBJ_DYNAMITE,
|
|
0,0,0,0,
|
|
-TX_OBJ_POISON,
|
|
-TX_OBJ_PIEGE,
|
|
TX_OBJ_FLEUR3, -TX_OBJ_BOUQUET3,
|
|
-TX_OBJ_ENNEMIp, -TX_OBJ_ENNEMIp, -TX_OBJ_ENNEMIp,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
TX_OBJ_MAISON,
|
|
-TX_OBJ_ENNEMIp,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
-TX_OBJ_BATEAU,
|
|
-TX_OBJ_JEEP,
|
|
TX_OBJ_USINE, TX_OBJ_USINE,
|
|
TX_OBJ_MINEFER, TX_OBJ_MINEFER,
|
|
-TX_OBJ_FER,
|
|
TX_OBJ_DRAPEAU,
|
|
-TX_OBJ_MINE,
|
|
TX_OBJ_MINEFER,
|
|
-TX_OBJ_MINE,
|
|
TX_OBJ_ENNEMI, TX_OBJ_ENNEMI,
|
|
-TX_OBJ_ENNEMIp,
|
|
};
|
|
|
|
static short table_floor[] =
|
|
{
|
|
85, // nb
|
|
0,
|
|
TX_OBJ_HERBE,
|
|
TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE,
|
|
TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE,
|
|
TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE, TX_OBJ_RIVE,
|
|
TX_OBJ_EAU,
|
|
TX_OBJ_DALLE, TX_OBJ_DALLE,
|
|
TX_OBJ_HACHURE,
|
|
TX_OBJ_GLACE,
|
|
TX_OBJ_MOUSSEb,
|
|
TX_OBJ_MOUSSE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_TERRE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_TERRE, TX_OBJ_TERRE, TX_OBJ_TERRE,
|
|
TX_OBJ_HERBE, TX_OBJ_HERBE, TX_OBJ_HERBE,
|
|
TX_OBJ_COUVEUSE, TX_OBJ_COUVEUSE, TX_OBJ_COUVEUSE,
|
|
TX_OBJ_COUVEUSE, TX_OBJ_COUVEUSE,
|
|
TX_OBJ_HERBE,
|
|
TX_OBJ_MOUSSE,
|
|
TX_OBJ_PONT, TX_OBJ_PONT, TX_OBJ_PONT,
|
|
TX_OBJ_PONT, TX_OBJ_PONT, TX_OBJ_PONT,
|
|
TX_OBJ_ENNEMIs, TX_OBJ_MIXTE, TX_OBJ_ENNEMIs,
|
|
TX_OBJ_EAU, TX_OBJ_EAU, TX_OBJ_EAU,
|
|
TX_OBJ_TERRE,
|
|
0,0,0,0,
|
|
0,0,
|
|
TX_OBJ_MIXTE, TX_OBJ_MIXTE,
|
|
TX_OBJ_TELEPORTE, TX_OBJ_TELEPORTE, TX_OBJ_TELEPORTE,
|
|
TX_OBJ_TELEPORTE, TX_OBJ_TELEPORTE,
|
|
};
|
|
|
|
if ( m_bHideTooltips ) return -1; // rien si menu présent
|
|
|
|
if ( posMouse.x < POSDRAWX ||
|
|
posMouse.x > POSDRAWX+DIMDRAWX ||
|
|
posMouse.y < POSDRAWY ||
|
|
posMouse.y > POSDRAWY+DIMDRAWY ) return -1;
|
|
|
|
if ( m_celHili.x != -1 )
|
|
{
|
|
if ( m_rankHili != -1 ) // blupi visé ?
|
|
{
|
|
if ( m_blupi[m_rankHili].perso == 0 ) // blupi ?
|
|
{
|
|
res = TX_OBJ_BLUPI;
|
|
if ( m_blupi[m_rankHili].energy <= MAXENERGY/4 )
|
|
{
|
|
res = TX_OBJ_BLUPIf;
|
|
}
|
|
if ( m_blupi[m_rankHili].bMalade )
|
|
{
|
|
res = TX_OBJ_BLUPIm;
|
|
}
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 1 ) // araignée ?
|
|
{
|
|
res = TX_OBJ_ARAIGNEE;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 2 ) // virus ?
|
|
{
|
|
res = TX_OBJ_VIRUS;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 3 ) // tracks ?
|
|
{
|
|
res = TX_OBJ_TRACKS;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 4 ) // robot ?
|
|
{
|
|
res = TX_OBJ_ROBOT;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 5 ) // bombe ?
|
|
{
|
|
res = TX_OBJ_BOMBE;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 7 ) // electro ?
|
|
{
|
|
res = TX_OBJ_ELECTRO;
|
|
}
|
|
if ( m_blupi[m_rankHili].perso == 8 ) // disciple ?
|
|
{
|
|
res = TX_OBJ_DISCIPLE;
|
|
}
|
|
|
|
return res;
|
|
}
|
|
else
|
|
{
|
|
icon = m_decor[m_celHili.x/2][m_celHili.y/2].objectIcon;
|
|
if ( icon != -1 && icon < table_object[0] )
|
|
{
|
|
res = table_object[1+icon];
|
|
if ( res != 0 )
|
|
{
|
|
if ( res > 0 ) return res;
|
|
if ( m_celHili.x%2 != 0 &&
|
|
m_celHili.y%2 != 0 ) return -res;
|
|
}
|
|
}
|
|
|
|
icon = m_decor[m_celHili.x/2][m_celHili.y/2].floorIcon;
|
|
if ( icon != -1 && icon < table_floor[0] )
|
|
{
|
|
res = table_floor[1+icon];
|
|
if ( res != 0 ) return res;
|
|
}
|
|
}
|
|
}
|
|
|
|
return -1;
|
|
}
|
|
|
|
// 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(int 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(int time)
|
|
{
|
|
m_time = time;
|
|
m_timeConst = time; // vraiment ?
|
|
m_timeFlipOutline = time;
|
|
}
|
|
|
|
int CDecor::GetTime()
|
|
{
|
|
return m_time;
|
|
}
|
|
|
|
|
|
// Gestion de la musique midi.
|
|
|
|
void CDecor::SetMusic(int music)
|
|
{
|
|
m_music = music;
|
|
}
|
|
|
|
int CDecor::GetMusic()
|
|
{
|
|
return m_music;
|
|
}
|
|
|
|
|
|
// Gestion de la difficulté.
|
|
|
|
void CDecor::SetSkill(int skill)
|
|
{
|
|
m_skill = skill;
|
|
}
|
|
|
|
int CDecor::GetSkill()
|
|
{
|
|
return m_skill;
|
|
}
|
|
|
|
|
|
// Gestion de la région.
|
|
// 0 = normal
|
|
// 1 = palmier
|
|
// 2 = hiver
|
|
// 3 = sapin
|
|
|
|
void CDecor::SetRegion(int region)
|
|
{
|
|
m_region = region;
|
|
}
|
|
|
|
int 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(int height)
|
|
{
|
|
m_infoHeight = height;
|
|
m_bGroundRedraw = true; // faudra redessiner les sols
|
|
}
|
|
|
|
int 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 == NULL )
|
|
{
|
|
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 != NULL )
|
|
{
|
|
free(m_pUndoDecor);
|
|
m_pUndoDecor = NULL;
|
|
}
|
|
}
|
|
|
|
// Copie le décor dans le buffer pour le undo.
|
|
|
|
void CDecor::UndoCopy()
|
|
{
|
|
UndoOpen(); // ouvre le buffer du undo si nécessaire
|
|
|
|
if ( m_pUndoDecor != NULL )
|
|
{
|
|
memcpy(m_pUndoDecor, &m_decor, sizeof(Cellule)*(MAXCELX/2)*(MAXCELY/2));
|
|
}
|
|
}
|
|
|
|
// Revient en arrière pour tout le décor.
|
|
|
|
void CDecor::UndoBack()
|
|
{
|
|
if ( m_pUndoDecor != NULL )
|
|
{
|
|
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 != NULL );
|
|
}
|