1 /*
2  * Seven Kingdoms: Ancient Adversaries
3  *
4  * Copyright 1997,1998 Enlight Software Ltd.
5  *
6  * This program is free software: you can redistribute it and/or modify
7  * it under the terms of the GNU General Public License as published by
8  * the Free Software Foundation, either version 2 of the License, or
9  * (at your option) any later version.
10  *
11  * This program is distributed in the hope that it will be useful,
12  * but WITHOUT ANY WARRANTY; without even the implied warranty of
13  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14  * GNU General Public License for more details.
15  *
16  * You should have received a copy of the GNU General Public License
17  * along with this program.  If not, see <http://www.gnu.org/licenses/>.
18  *
19  */
20 
21 //Filename    : OWORLD_Z.CPP
22 //Description : Object ZoomMatrix
23 
24 #include <math.h>
25 #include <OVGA.h>
26 #include <OSYS.h>
27 #include <OFONT.h>
28 #include <OMOUSE.h>
29 #include <OPOWER.h>
30 #include <OSTR.h>
31 #include <OSITE.h>
32 #include <OFIRM.h>
33 #include <OTOWN.h>
34 #include <OGAME.h>
35 #include <OUNIT.h>
36 #include <ONATION.h>
37 #include <OSPRITE.h>
38 #include <OBULLET.h>
39 #include <OPLANT.h>
40 #include <OTERRAIN.h>
41 #include <OWALLRES.h>
42 #include <OLIGHTN.h>
43 #include <ORAIN.h>
44 #include <OSNOW.h>
45 #include <OWORLD.h>
46 #include <OWEATHER.h>
47 #include <OFLAME.h>
48 #include <OGODRES.h>
49 #include <OU_GOD.h>
50 #include <OAUDIO.h>
51 #include <OHILLRES.h>
52 #include <OTORNADO.h>
53 #include <OSNOWG.h>
54 #include <OSNOWRES.h>
55 #include <OEXPMASK.h>
56 #include <OCOLTBL.h>
57 #include <OROCKRES.h>
58 #include <OROCK.h>
59 #include <OEFFECT.h>
60 #include <COLCODE.h>
61 #include <OANLINE.h>
62 #include <OFIRMDIE.h>
63 #include <OIMGRES.h>
64 #include "gettext.h"
65 
66 //--------- Define static vars -----------//
67 
68 //static int 			init_rain = 0;					// reset on new game and load game
69 static Rain 		rain;
70 //static int			rain_channel_id = 0;			// reset on new game and load game
71 //static int			wind_channel_id = 0;			// reset on new game and load game
72 //static int			fire_channel_id = 0;			// reset on new game and load game
73 //static int			last_fire_vol = 0;			// reset on new game and load game
74 //static int			init_lightning = 0;			// reset on new game, save on save game
75 static YLightning lightning;
76 //static int			init_snow = 0;					// reset on new game and load game
77 static Snow			snow;
78 //static short		last_brightness = 0;			// reset on new game and load game
79 //static int			vibration = -1;				// reset on new game, save on save game
80 //static short		lightning_x1, lightning_y1, lightning_x2, lightning_y2; // save on save game
81 static int init_fire = -10;						// reset on new game and load game
82 
83 //-------- Declare static functions ---------//
84 
85 static int sort_display_function( const void *a, const void *b );
86 
87 
88 //------- Define constant for object_type --------//
89 
90 enum { OBJECT_UNIT,
91 		 OBJECT_POINTED_UNIT,
92 		 OBJECT_BULLET,
93 		 OBJECT_FIRM,
94 		 OBJECT_TOWN,
95 		 OBJECT_PLANT,
96 		 OBJECT_FIRE,
97 		 OBJECT_WALL,
98 		 OBJECT_TORNADO,
99 		 OBJECT_HILL,
100 		 OBJECT_ROCK,
101 		 OBJECT_EFFECT,
102 		 // ###### begin Gilbert 2/10 #######//
103 		 OBJECT_FIRM_DIE,
104 		 // ###### end Gilbert 2/10 #######//
105 	  };
106 
107 enum { LAND_DISP_LAYER_MASK=1,
108        LAND_TOP_DISP_LAYER_MASK=2,
109 		 LAND_BOTTOM_DISP_LAYER_MASK=4,
110 		 AIR_DISP_LAYER_MASK=8,
111      };
112 
113 //---------- Define struct DisplaySort ----------//
114 
115 struct DisplaySort
116 {
117 	char	object_type;
118 	short object_recno;
119 	short object_y2;
120 	short x_loc, y_loc;
121 };
122 
123 
124 //------------ begin of static function draw_unit_path_on_zoom_map -----------//
125 // ##### begin Gilbert 9/10 #######//
draw_unit_path_on_zoom_map(int displayLayer)126 static void draw_unit_path_on_zoom_map(int displayLayer)
127 // ##### end Gilbert 9/10 #######//
128 {
129 	// ###### begin Gilbert 29/8 ######//
130 	if( !(config.show_unit_path & 1) )
131 		return;
132 	// ###### end Gilbert 29/8 ######//
133 
134 	short nationRecno = nation_array.player_recno;
135 
136 	Unit *unitPtr;
137 	int i, j, resultNodeCount, resultNodeRecno;
138 	short lineFromX, lineFromY, lineToX, lineToY;
139 	ResultNode *resultNode1, *resultNode2;
140 
141 	for(i=unit_array.size(); i>0; --i)
142 	{
143 		if(unit_array.is_deleted(i))
144 			continue;
145 
146 		unitPtr = unit_array[i];
147 		if(!unitPtr->is_visible())
148 			continue;
149 
150 		if(!unitPtr->selected_flag)
151 			continue;
152 
153 		// ####### begin Gilbert 11/9 #######//
154 		if( !config.show_ai_info && nationRecno && !unitPtr->is_nation(nationRecno) )
155 			continue;
156 		// ####### end Gilbert 11/9 #######//
157 
158 		// ##### begin Gilbert 9/10 #######//
159 		if( unitPtr->mobile_type == UNIT_LAND || unitPtr->mobile_type == UNIT_SEA )
160 		{
161 			if( !(displayLayer & LAND_DISP_LAYER_MASK) )
162 				continue;
163 		}
164 		else if( unitPtr->mobile_type == UNIT_AIR )
165 		{
166 			if( !(displayLayer & AIR_DISP_LAYER_MASK) )
167 				continue;
168 		}
169 		else
170 		{
171 			err_here();
172 			continue;
173 		}
174 		// ##### end Gilbert 9/10 #######//
175 
176 		//--------------- draw unit's path ----------------//
177 
178 		resultNodeRecno = unitPtr->result_node_recno;
179 		resultNodeCount = unitPtr->result_node_count;
180 		if(!resultNodeCount || resultNodeRecno>resultNodeCount)
181 			continue;
182 
183 		//-----------------------------------------------------------//
184 		if(unitPtr->cur_x!=unitPtr->go_x || unitPtr->cur_y!=unitPtr->go_y)
185 		{
186 			lineFromX = unitPtr->go_x - world.zoom_matrix->top_x_loc*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
187 			lineFromY = unitPtr->go_y - world.zoom_matrix->top_y_loc*ZOOM_LOC_HEIGHT + ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
188 			lineToX = unitPtr->cur_x - world.zoom_matrix->top_x_loc*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
189 			lineToY = unitPtr->cur_y - world.zoom_matrix->top_y_loc*ZOOM_LOC_HEIGHT + ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
190 			anim_line.draw_line(&vga_back, lineFromX, lineFromY, lineToX, lineToY);
191 		}
192 
193 		//-----------------------------------------------------------//
194 		err_when(resultNodeRecno<1);
195 		resultNode1 = unitPtr->result_node_array + resultNodeRecno - 1;
196 		resultNode2 = resultNode1 + 1;
197 		lineToX = (resultNode1->node_x - world.zoom_matrix->top_x_loc)*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
198 		lineToY = (resultNode1->node_y - world.zoom_matrix->top_y_loc)*ZOOM_LOC_HEIGHT	+ ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
199 		for(j=resultNodeRecno+1; j<=resultNodeCount; j++, resultNode1++, resultNode2++)
200 		{
201 			lineFromX = (resultNode2->node_x - world.zoom_matrix->top_x_loc)*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
202 			lineFromY = (resultNode2->node_y - world.zoom_matrix->top_y_loc)*ZOOM_LOC_HEIGHT + ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
203 			anim_line.draw_line(&vga_back, lineFromX, lineFromY, lineToX, lineToY);
204 			lineToX = lineFromX;
205 			lineToY = lineFromY;
206 		}
207 	}
208 }
209 //------------ end of static function draw_unit_path_on_zoom_map -----------//
210 
211 
212 //------------ begin of static function draw_unit_way_point_on_zoom_map -----------//
draw_unit_way_point_on_zoom_map()213 static void draw_unit_way_point_on_zoom_map()
214 {
215 	short nationRecno = nation_array.player_recno;
216 
217 	Unit *unitPtr;
218 	int i, j, resultNodeCount;
219 	short lineFromX, lineFromY, lineToX, lineToY;
220 	ResultNode *resultNode1, *resultNode2;
221 	// ##### begin Gilbert 12/11 #######//
222 	char *chPtr = image_icon.get_ptr("WAYPOINT");
223 	short chOffsetX = - (*(short *)chPtr / 2);
224 	short chOffsetY = - (*(1+(short *)chPtr) / 2);
225 	// ##### end Gilbert 12/11 #######//
226 
227 	for(i=unit_array.size(); i>0; --i)
228 	{
229 		if(unit_array.is_deleted(i))
230 			continue;
231 
232 		unitPtr = unit_array[i];
233 		if(!unitPtr->is_visible())
234 			continue;
235 
236 		if(!unitPtr->selected_flag)
237 			continue;
238 
239 		if( !config.show_ai_info && nationRecno && !unitPtr->is_nation(nationRecno) )
240 			continue;
241 
242 		if(unitPtr->way_point_count)
243 		{
244 			resultNodeCount = unitPtr->way_point_count;
245 			resultNode1 = unitPtr->way_point_array;
246 			// ##### begin Gilbert 12/11 #######//
247 			// char *chPtr = image_icon.get_ptr("WAYPOINT");
248 			lineToX = (resultNode1->node_x - world.zoom_matrix->top_x_loc)*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
249 			lineToY = (resultNode1->node_y - world.zoom_matrix->top_y_loc)*ZOOM_LOC_HEIGHT	+ ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
250 			world.zoom_matrix->put_bitmap_clip(lineToX+chOffsetX, lineToY+chOffsetY, chPtr);
251 			// ##### begin Gilbert 12/11 #######//
252 
253 			if(resultNodeCount>1)
254 			{
255 				resultNode2 = resultNode1+1;
256 				for(j=1; j<resultNodeCount; j++, resultNode1++, resultNode2++)
257 				{
258 					lineFromX = (resultNode2->node_x - world.zoom_matrix->top_x_loc)*ZOOM_LOC_WIDTH + ZOOM_X1 + ZOOM_LOC_WIDTH/2;
259 					lineFromY = (resultNode2->node_y - world.zoom_matrix->top_y_loc)*ZOOM_LOC_HEIGHT + ZOOM_Y1 + ZOOM_LOC_HEIGHT/2;
260 					anim_line.draw_line(&vga_back, lineFromX, lineFromY, lineToX, lineToY, 0, 1);
261 					lineToX = lineFromX;
262 					lineToY = lineFromY;
263 					// ##### begin Gilbert 12/11 #######//
264 					world.zoom_matrix->put_bitmap_clip(lineToX+chOffsetX, lineToY+chOffsetY, chPtr);
265 					// ##### begin Gilbert 12/11 #######//
266 				}
267 			}
268 		}
269 	}
270 }
271 //------------ end of static function draw_unit_way_point_on_zoom_map -----------//
272 
273 
274 //-------- Begin of function ZoomMatrix::ZoomMatrix ----------//
275 
ZoomMatrix()276 ZoomMatrix::ZoomMatrix() : land_disp_sort_array(sizeof(DisplaySort),100),
277 									air_disp_sort_array(sizeof(DisplaySort),50),
278 									land_top_disp_sort_array(sizeof(DisplaySort), 40),
279 									land_bottom_disp_sort_array(sizeof(DisplaySort), 20)
280 {
281 	init( ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2,
282 			ZOOM_WIDTH, ZOOM_HEIGHT,
283 			ZOOM_LOC_WIDTH, ZOOM_LOC_HEIGHT, 0 );		// 0-don't create a background buffer
284 }
285 //---------- End of function ZoomMatrix::ZoomMatrix ----------//
286 
287 
288 //---------- Begin of function ZoomMatrix::init_para ------------//
init_para()289 void ZoomMatrix::init_para()
290 {
291 	init_rain = 0;
292 	// #### begin Gilbert 7/10 ######//
293 	rain.clear();
294 	rain.stop_rain();
295 	// #### end Gilbert 7/10 ######//
296 	rain_channel_id = 0;
297 	wind_channel_id = 0;
298 	fire_channel_id = 0;
299 	last_fire_vol = 0;
300 	init_lightning = 0;
301 	init_snow = 0;
302 	last_brightness = 0;
303 	vibration = -1;
304 }
305 //---------- End of function ZoomMatrix::init_para ----------//
306 
307 
308 //---------- Begin of function ZoomMatrix::draw ------------//
309 //
310 // Draw world map
311 //
draw()312 void ZoomMatrix::draw()
313 {
314 	int       i=0, x, y, xLoc, yLoc, dispPower;
315 	Location* locPtr;
316 	char*     nationColorArray = nation_array.nation_power_color_array;
317 
318 	int maxXLoc = top_x_loc + disp_x_loc;        // divide by 2 for world_info
319 	int maxYLoc = top_y_loc + disp_y_loc;
320 
321 	dispPower = (world.map_matrix->map_mode == MAP_MODE_POWER &&
322 					 world.map_matrix->power_mode ) ||
323 					power.command_id == COMMAND_BUILD_FIRM ||
324 					power.command_id == COMMAND_SETTLE;
325 
326 	sys.yield();
327 
328 	//----------------------------------------------------//
329 
330 	int nationRecno, borderColor;
331 
332 	for( y=image_y1,yLoc=top_y_loc ; yLoc<maxYLoc ; yLoc++, y+=loc_height )
333 	{
334 		locPtr = get_loc(top_x_loc,yLoc);
335 
336 		long snowSeed = (snow_ground_array.snow_pattern << 16) + (yLoc << 8);
337 
338 		for( x=image_x1,xLoc=top_x_loc ; xLoc<maxXLoc ; xLoc++, x+=loc_width, locPtr++ )
339 		{
340 			if( locPtr->explored() )		// only draw if the location has been explored
341 			{
342 				//---------- draw terrain bitmap -----------//
343 
344 				vga_back.put_bitmap_32x32( x, y, terrain_res[locPtr->terrain_id]->bitmap_ptr );
345 				char *overlayBitmap = terrain_res[locPtr->terrain_id]->get_bitmap(sys.frame_count /4);
346 				if( overlayBitmap)
347 					vga_back.put_bitmap_trans_decompress( x, y, overlayBitmap);
348 
349 				#ifdef DEBUG
350 				if(debug2_enable_flag)
351 				{
352 					if(locPtr->is_coast())
353 					{
354 						VgaBuf *activeBufBackup = Vga::active_buf;
355 						Vga::active_buf = &vga_back;
356 						font_std.put( x+24, y+20, terrain_res[locPtr->terrain_id]->average_type);
357 						Vga::active_buf = activeBufBackup;
358 					}
359 				}
360 				#endif
361 
362 				// --------- draw dirt block --------//
363 				if( locPtr->has_dirt() )
364 				{
365 					dirt_array[locPtr->dirt_recno()]->draw_block(xLoc,yLoc);
366 				}
367 
368 				if(terrain_res[locPtr->terrain_id]->can_snow() )
369 				{
370 					if( config.snow_ground==1 && snow_ground_array.snow_thick > 0)
371 					{
372 						vga_back.snow_32x32(x,y, snowSeed+xLoc, 0xffff - snow_ground_array.snow_thick);
373 					}
374 
375 					if( config.snow_ground==2)
376 					{
377 						int snowMapId = snow_ground_array.has_snow(xLoc,yLoc);
378 						if( snowMapId )
379 						{
380 							snow_res[snowMapId]->draw_at(xLoc*ZOOM_LOC_WIDTH+ZOOM_LOC_WIDTH/2, yLoc*ZOOM_LOC_HEIGHT+ZOOM_LOC_HEIGHT/2);
381 						}
382 					}
383 				}
384 
385 				// --------- draw hill square --------//
386 				if( locPtr->has_hill() )
387 				{
388 					if( locPtr->hill_id2())
389 						hill_res[locPtr->hill_id2()]->draw(xLoc,yLoc,1);
390 					hill_res[locPtr->hill_id1()]->draw(xLoc, yLoc,1);
391 				}
392 
393 				//---------- if in power map mode -----------//
394 
395 				if( dispPower && (nationRecno=locPtr->power_nation_recno) > 0 )
396 				{
397 					vga_back.pixelize_32x32( x, y, nationColorArray[nationRecno] );
398 
399 					borderColor = nationColorArray[nationRecno] + 1;
400 
401 					if( yLoc==0 || get_loc(xLoc, yLoc-1)->power_nation_recno!=nationRecno )
402 						vga_back.bar( x, y, x+31, y, borderColor );
403 
404 					if( yLoc==MAX_WORLD_Y_LOC-1 || get_loc(xLoc, yLoc+1)->power_nation_recno!=nationRecno )
405 						vga_back.bar( x, y+31, x+31, y+31, borderColor );
406 
407 					if( xLoc==0 || get_loc(xLoc-1, yLoc)->power_nation_recno!=nationRecno )
408 						vga_back.bar( x, y, x, y+31, borderColor );
409 
410 					if( xLoc==MAX_WORLD_X_LOC-1 || get_loc(xLoc+1, yLoc)->power_nation_recno!=nationRecno )
411 						vga_back.bar( x+31, y, x+31, y+31, borderColor );
412 				}
413 
414 				//--------- draw raw material icon ---------//
415 
416 				if( locPtr->has_site() && locPtr->walkable(3) )		// don't display if a building/object has already been built on the location
417 					site_array[locPtr->site_recno()]->draw(x, y);
418 
419 				//----- draw grids, for debugging only -----//
420 
421 				#ifdef DEBUG
422 					if(debug2_enable_flag)
423 					{
424 						vga_back.bar( x, y, x+31, y, V_WHITE );
425 						vga_back.bar( x, y, x, y+31, V_WHITE );
426 
427 						// display x, y location
428 						if(!(xLoc%5) && !(yLoc%5))
429 						{
430 							VgaBuf *activeBufBackup = Vga::active_buf;
431 							Vga::active_buf = &vga_back;
432 							font_std.put( x+4, y+3, xLoc );
433 							font_std.put( x+4, y+15, yLoc );
434 							Vga::active_buf = activeBufBackup;
435 						}
436 					}
437 				#endif
438 			}
439 		}
440 	}
441 
442    sys.yield();
443 
444 	//---------------------------------------------------//
445 
446 	if( save_image_buf )
447 	{
448 		vga_back.read_bitmap( image_x1, image_y1, image_x2, image_y2, save_image_buf );
449 		just_drawn_flag = 1;
450 	}
451 }
452 //------------ End of function ZoomMatrix::draw ------------//
453 
454 
455 //---------- Begin of function ZoomMatrix::draw_white_site ------------//
456 //
draw_white_site()457 void ZoomMatrix::draw_white_site()
458 {
459 	int       i=0, x, y, xLoc, yLoc;
460 	Location* locPtr;
461 
462 	int maxXLoc = top_x_loc + disp_x_loc;        // divide by 2 for world_info
463 	int maxYLoc = top_y_loc + disp_y_loc;
464 
465 	//------- draw occupied locations in whie ---------//
466 
467 	for( y=image_y1,yLoc=top_y_loc ; yLoc<maxYLoc ; yLoc++, y+=loc_height )
468 	{
469 		locPtr = get_loc(top_x_loc,yLoc);
470 
471 		for( x=image_x1,xLoc=top_x_loc ; xLoc<maxXLoc ; xLoc++, x+=loc_width, locPtr++ )
472 		{
473 			if(locPtr->has_unit(UNIT_LAND) || locPtr->has_unit(UNIT_SEA) || locPtr->has_unit(UNIT_AIR))
474 				vga_back.bar( x, y, x+31, y+31, V_WHITE );
475 		}
476 	}
477 }
478 //------------ End of function ZoomMatrix::draw_white_site ------------//
479 
480 
481 //---------- Begin of function ZoomMatrix::draw_frame -----------//
482 //
draw_frame()483 void ZoomMatrix::draw_frame()
484 {
485 	draw_objects();
486 
487 	draw_weather_effects();
488 
489 	draw_build_marker();
490 
491 	if(config.blacken_map && config.fog_of_war)
492 		blacken_fog_of_war();
493 
494 	else if( !config.explore_whole_map )
495 		blacken_unexplored();
496 
497 	disp_text();
498 }
499 //----------- End of function ZoomMatrix::draw_frame ------------//
500 
501 
502 //---------- Begin of function ZoomMatrix::draw_weather_effects -----------//
503 //
draw_weather_effects()504 void ZoomMatrix::draw_weather_effects()
505 {
506 	//---------- Earthquake -----------//
507 
508 	if( weather.is_quake() )
509 	{
510 		if(vibration == -1)
511 		{
512 			// start of an earthquake
513 			vibration = weather.quake_rate(top_x_loc+disp_x_loc/2, top_y_loc+disp_y_loc/2)*16/100;
514 			if( config.sound_effect_flag && config.earthquake_audio)
515 			{
516 				RelVolume r(config.earthquake_volume,0);
517 				audio.play_long_wav( DIR_SOUND"QUAKE.WAV", DsVolume(r) );
518 			}
519 		}
520 		int vPitch = vga_back.buf_pitch();
521 		char *destBitmap = vga_back.buf_ptr() + ZOOM_Y1 * vPitch + ZOOM_X1;
522 		char *srcBitmap = destBitmap + vibration * vPitch;
523 		int lineCount = ZOOM_HEIGHT - vibration;
524 
525 		// shift back buffer up
526 
527 		if( vibration )
528 		{
529 			if( config.earthquake_visual)
530 			{
531 				for(int lineRun = 0; lineRun < lineCount; ++lineRun)
532 				{
533 					memcpy(destBitmap, srcBitmap, ZOOM_WIDTH);
534 					destBitmap += vPitch;
535 					srcBitmap  += vPitch;
536 				}
537 			}
538 			vibration = 0;
539 		}
540 		else
541 		{
542 			vibration = weather.quake_rate(top_x_loc+disp_x_loc/2, top_y_loc+disp_y_loc/2)*16/100;
543 		}
544 	}
545 	else
546 	{
547 		vibration = -1;
548 	}
549 
550 
551 	//---------- raining --------//
552 
553 	short newRainScale = weather.rain_scale();
554 
555 	if( newRainScale != init_rain )
556 	{
557 		// BUGHERE : did not handle, wind change (direction/speed) during a rain
558 		if( newRainScale)
559 		{
560 			rain.start_rain(ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2, newRainScale,
561 				weather.wind_speed()*sin(weather.wind_direct_rad())/100.0);
562 
563 			// turn on rain noise
564 
565 			int relVolume = config.rain_volume + newRainScale;
566 			if( relVolume > 100)
567 				relVolume = 100;
568 
569 			if( rain_channel_id == 0)	// from no rain to rain
570 			{
571 				if( config.sound_effect_flag && config.rain_audio)
572 				{
573 					RelVolume r(relVolume,0);
574 					rain_channel_id = audio.play_loop_wav(DIR_SOUND"RAIN.WAV",11008*2, DsVolume(r));
575 				}
576 			}
577 			else
578 			{
579 				// changing rain
580 				if( config.sound_effect_flag && config.rain_audio)
581 				{
582 					RelVolume r(relVolume,0);
583 					audio.volume_loop_wav(rain_channel_id, DsVolume(r));
584 				}
585 				else
586 				{
587 					// can't stop rain audio immediately
588 					// but at least stop it when rain change
589 					audio.stop_loop_wav(rain_channel_id);
590 					rain_channel_id = 0;
591 				}
592 
593 			}
594 
595 		}
596 		else
597 		{
598 			// rain stop, rain sound fade out
599 			rain.stop_rain();
600 			if( rain_channel_id )
601 			{
602 				audio.fade_out_loop_wav(rain_channel_id, 10);
603 			}
604 		}
605 		init_rain = newRainScale;
606 	}
607 	else
608 	{
609 		// rain stopped, check rain sound fade out
610 		if( newRainScale == 0 && rain_channel_id )
611 		{
612 			DsVolume dsVolume(audio.get_loop_wav_volume(rain_channel_id));
613 			AbsVolume absVolume(dsVolume);
614 			if( absVolume.abs_vol < 10 )
615 			{
616 				audio.stop_loop_wav(rain_channel_id);
617 				rain_channel_id = 0;
618 			}
619 		}
620 	}
621 
622 	// ##### begin Gilbert 6/9 #######//
623 	if( config.frame_speed > 0)
624 	{
625 		rain.new_drops();
626 		if( config.rain_visual)
627 		{
628 			rain.draw_step(&vga_back);
629 		}
630 	}
631 	// ##### end Gilbert 6/9 #######//
632 
633 
634 	//---------- Lightning -----------//
635 	// world.lightning_signal == 0 (no lightning)
636 	// world.lightning_signal == 110, 109 (ready lightning)
637 	//                108, 107, 106, 105 (flashing), Sound effect start on 6
638 	//                104, 103, 102, 101 (rest, decaying lighting effect )
639 	//                100					 (decrease randomly)
640 	//                99 - 1             (rest states)
641 	// see world.process
642 
643 	unsigned long mRandom = misc.get_random_seed();
644 	if( world.lightning_signal >= 105 && world.lightning_signal <= 108)
645 	{
646 		if( !init_lightning )
647 		{
648 			// play sound
649 			if( world.lightning_signal == 108 && config.sound_effect_flag && config.lightning_audio)
650 			{
651 				RelVolume r(config.lightning_volume,0);
652 				audio.play_long_wav(DIR_SOUND"THUNDER.WAV", DsVolume(r));
653 			}
654 
655 			// find the starting and ending point of the lightning
656 			lightning_x1 = Lightning::bound_x1 + 20 + short(mRandom % (Lightning::bound_x2-Lightning::bound_x1 - 40));
657 			lightning_y1 = Lightning::bound_y1 - 50;
658 			lightning_x2 = Lightning::bound_x1 + 10 + short(mRandom % (Lightning::bound_x2-Lightning::bound_x1 - 20));
659 			lightning_y2 = (Lightning::bound_y1+Lightning::bound_y2) / 2 +
660 				short(mRandom % ( (Lightning::bound_y2-Lightning::bound_y1) / 2));
661 			init_lightning = 1;
662 		}
663 
664 		lightning.init( lightning_x1, lightning_y1, lightning_x2, lightning_y2, 8);
665 		if( config.lightning_visual)
666 			lightning.draw_section(&vga_back, (109-world.lightning_signal)/4.0);
667 	}
668 	else
669 	{
670 		init_lightning = 0;
671 	}
672 
673 	//------------ snowing ------------//
674 	short snowScale = weather.snow_scale();
675 	if( snowScale > 0 && init_snow == 0)
676 	{
677 		long backupSeed = misc.get_random_seed();
678 
679 		// start of snow
680 		snow.set_bound(ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2);
681 		snow.init(weather.wind_speed()*sin(weather.wind_direct_rad())/200.0,
682 			snowScale+2);
683 		if( config.sound_effect_flag && config.snow_audio )
684 		{
685 			// audio.play_wav("SNOW", config.snow_volume);
686 		}
687 	}
688 	// ###### begin Gilbert 6/9 #######//
689 	if( snowScale > 0 && config.snow_visual && config.frame_speed > 0)
690 		snow.draw_step(&vga_back);
691 	// ###### end Gilbert 6/9 #######//
692 	init_snow = snowScale;
693 
694 	//------------ brightness, effect of lightning and cloud -------//
695 	short newBrightness;
696 	short maxBrightness = config.lightning_brightness;
697 	if( config.lightning_visual && init_lightning > 107 )
698 	{
699 		newBrightness = -maxBrightness;
700 	}
701 	else if( config.lightning_visual && init_lightning >= 104 && init_lightning <= 107)
702 	{
703 		newBrightness = maxBrightness;
704 	}
705 	else if( config.lightning_visual && init_lightning >= 101 && init_lightning <= 103)
706 	{
707 		newBrightness = (init_lightning-100) * maxBrightness / 4;
708 	}
709 	else
710 	{
711 		newBrightness = -weather.cloud() * config.cloud_darkness ;
712 	}
713 	if( newBrightness != last_brightness )
714 	{
715 		vga.adjust_brightness(newBrightness);
716 		last_brightness = newBrightness;
717 	}
718 
719 	// ------------- wind sound ----------//
720 	int windSpeed = weather.wind_speed();
721 	if( windSpeed >= 20)
722 	{
723 		int relVolume = config.wind_volume + 5 + windSpeed/4;
724 		if( relVolume > 100)
725 			relVolume = 100;
726 		if( wind_channel_id == 0)
727 		{
728 			if( config.sound_effect_flag && config.wind_audio )
729 			{
730 				// ###### begin Gilbert 6/8 #######//
731 				// wind_channel_id = audio.play_loop_wav(DIR_SOUND"WIND.WAV",0, relVolume);
732 				RelVolume r(relVolume,0);
733 				wind_channel_id = audio.play_loop_wav(DIR_SOUND"WIND.WAV",25088*2, DsVolume(r));  // 25088 samples, 8-bit stereo, so *2
734 				// ###### end Gilbert 6/8 #######//
735 			}
736 		}
737 		else
738 		{
739 			if( config.wind_audio)
740 			{
741 				RelVolume r(relVolume,0);
742 				audio.volume_loop_wav(wind_channel_id, DsVolume(r));
743 			}
744 			else
745 			{
746 				audio.stop_loop_wav(wind_channel_id);
747 				wind_channel_id = 0;
748 			}
749 		}
750 	}
751 	else
752 	{
753 		if( wind_channel_id )
754 		{
755 			if( !audio.is_loop_wav_fading(wind_channel_id) )
756 			{
757 				audio.fade_out_loop_wav(wind_channel_id, 5);
758 			}
759 			else
760 			{
761 				DsVolume dsVolume = audio.get_loop_wav_volume(wind_channel_id);
762 				AbsVolume absVolume(dsVolume);
763 				if( absVolume.abs_vol < 5 )
764 				{
765 					audio.stop_loop_wav(wind_channel_id);
766 					wind_channel_id =0 ;
767 				}
768 			}
769 		}
770 	}
771 
772 }
773 //----------- End of function ZoomMatrix::draw_weather_effects ------------//
774 
775 
776 //---------- Begin of function ZoomMatrix::draw_build_marker -----------//
777 //
draw_build_marker()778 void ZoomMatrix::draw_build_marker()
779 {
780 	if( !(mouse.cur_x >= ZOOM_X1 && mouse.cur_x <= ZOOM_X2 &&		// if the mouse is inside the zoom area
781 			mouse.cur_y >= ZOOM_Y1 && mouse.cur_y <= ZOOM_Y2) )
782 	{
783 		return;
784 	}
785 
786 	// ##### begin Gilbert 24/10 #######//
787 	if( power.win_opened )
788 		return;
789 	// ##### end Gilbert 24/10 #######//
790 
791 	//------- COMMAND_GOD_CAST_POWER --------//
792 
793 	else if( power.command_id == COMMAND_GOD_CAST_POWER )
794 	{
795 		draw_god_cast_range();
796 		return;
797 	}
798 
799 	//----------------------------------------------//
800 
801 	int xLoc = (mouse.cur_x-ZOOM_X1)/ZOOM_LOC_WIDTH;
802 	int yLoc = (mouse.cur_y-ZOOM_Y1)/ZOOM_LOC_HEIGHT;
803 	int locWidth, locHeight, validAction;
804 	Location* locPtr = world.get_loc(top_x_loc+xLoc, top_y_loc+yLoc);
805 
806 	//------- if it's in firm building mode now ----//
807 
808 	if( power.command_id == COMMAND_BUILD_FIRM )
809 	{
810 		FirmInfo* firmInfo = firm_res[power.command_para];
811 
812 		locWidth  = firmInfo->loc_width;
813 		locHeight = firmInfo->loc_height;
814 
815 		validAction  = world.can_build_firm( top_x_loc+xLoc, top_y_loc+yLoc, power.command_para, unit_array.selected_recno );
816 	}
817 
818 	//------- if it's in settling mode now ----//
819 
820 	else if( power.command_id == COMMAND_SETTLE && unit_array.selected_recno )
821 	{
822 		// assign to an existing town
823 
824 		Unit* selectedUnit = unit_array[ unit_array.selected_recno ];
825 
826 		if( locPtr->is_town() && town_array[locPtr->town_recno()]->nation_recno == selectedUnit->nation_recno )
827 			return;		// don't draw the settling mask.
828 
829 		locWidth  = STD_TOWN_LOC_WIDTH;
830 		locHeight = STD_TOWN_LOC_HEIGHT;
831 
832 		validAction  = world.can_build_town( top_x_loc+xLoc, top_y_loc+yLoc, unit_array.selected_recno );
833 	}
834 
835 	//------- COMMAND_BUILD_WALL --------//
836 
837 	else if( power.command_id == COMMAND_BUILD_WALL )
838 	{
839 		// see also World::build_wall_tile
840 		locWidth  = 1;
841 		locHeight = 1;
842 		Location *locPtr;
843 
844 		validAction = world.can_build_wall(top_x_loc+xLoc, top_y_loc+yLoc, nation_array.player_recno)
845 			|| ( (locPtr=get_loc(top_x_loc+xLoc, top_y_loc+yLoc))->is_wall() && locPtr->is_wall_destructing() &&
846 			world.can_destruct_wall(top_x_loc+xLoc, top_y_loc+yLoc, nation_array.player_recno) );
847 	}
848 
849 	//------- COMMAND_DESTRUCT_WALL --------//
850 
851 	else if( power.command_id == COMMAND_DESTRUCT_WALL )
852 	{
853 		locWidth  = 1;
854 		locHeight = 1;
855 		// see also World::destruct_wall_tile
856 		validAction = world.can_destruct_wall(top_x_loc+xLoc, top_y_loc+yLoc, nation_array.player_recno)
857 			&& get_loc(top_x_loc+xLoc, top_y_loc+yLoc)->is_wall_creating() ;
858 	}
859 
860 	else
861 		return;
862 
863 	//---------- draw an highlight area -----------//
864 
865 	int x1 = ZOOM_X1 + xLoc * ZOOM_LOC_WIDTH;
866 	int y1 = ZOOM_Y1 + yLoc * ZOOM_LOC_HEIGHT;
867 	int x2 = ZOOM_X1 + (xLoc+locWidth)  * ZOOM_LOC_WIDTH -1;
868 	int y2 = ZOOM_Y1 + (yLoc+locHeight) * ZOOM_LOC_HEIGHT-1;
869 
870 	int pixelColor;
871 
872 	if( validAction )
873 		pixelColor = anim_line.get_series_color_array(-1)[2];
874 	else
875 		pixelColor = V_BLACK;
876 
877 	vga_back.pixelize( x1, y1, MIN(x2,ZOOM_X2), MIN(y2,ZOOM_Y2), pixelColor );
878 
879 	//------- draw lines connected to towns and firms ---------//
880 
881 	if( validAction )
882 	{
883 		if( power.command_id==COMMAND_BUILD_FIRM )
884 		{
885 			world.draw_link_line( power.command_para, 0, top_x_loc+xLoc, top_y_loc+yLoc,
886 										 top_x_loc+xLoc+locWidth-1, top_y_loc+yLoc+locHeight-1 );
887 		}
888 		else if( power.command_id==COMMAND_SETTLE )
889 		{
890 			world.draw_link_line( 0, 0, top_x_loc+xLoc, top_y_loc+yLoc,
891 										 top_x_loc+xLoc+locWidth-1, top_y_loc+yLoc+locHeight-1 );
892 		}
893 	}
894 }
895 //----------- End of function ZoomMatrix::draw_build_marker ------------//
896 
897 
898 //---------- Begin of function ZoomMatrix::draw_god_cast_range -----------//
899 //
draw_god_cast_range()900 void ZoomMatrix::draw_god_cast_range()
901 {
902 	#define GOD_CAST_RANGE_COLOR 	V_WHITE
903 
904 	int   	 xLoc, yLoc, centerY, t;
905 	int		 x1, y1, x2, y2;
906 
907 	Unit* 	unitPtr = unit_array[power.command_unit_recno];
908 	GodInfo*	godInfo = god_res[ ((UnitGod*)unitPtr)->god_id ];
909 
910 	xLoc = (mouse.cur_x-ZOOM_X1)/ZOOM_LOC_WIDTH;
911 	yLoc = (mouse.cur_y-ZOOM_Y1)/ZOOM_LOC_HEIGHT;
912 
913 	int xLoc1 = xLoc - godInfo->cast_power_range + 1;
914 	int yLoc1 = yLoc - godInfo->cast_power_range + 1;
915 	int xLoc2 = xLoc + godInfo->cast_power_range - 1;
916 	int yLoc2 = yLoc + godInfo->cast_power_range - 1;
917 
918 	centerY = (yLoc1+yLoc2) / 2;
919 
920 	//----- pixelize the area within which the power can casted ----//
921 
922 	for( yLoc=yLoc1 ; yLoc<=yLoc2 ; yLoc++ )
923 	{
924 		t=abs(yLoc-centerY)/2;
925 
926 		for( xLoc=xLoc1+t ; xLoc<=xLoc2-t ; xLoc++ )
927 		{
928 			if( xLoc>=0 && xLoc<MAX_WORLD_X_LOC &&
929 				 yLoc>=0 && yLoc<MAX_WORLD_Y_LOC )
930 			{
931 				x1 = ZOOM_X1 + xLoc * ZOOM_LOC_WIDTH;
932 				y1 = ZOOM_Y1 + yLoc * ZOOM_LOC_HEIGHT;
933 				x2 = ZOOM_X1 + (xLoc+1) * ZOOM_LOC_WIDTH -1;
934 				y2 = ZOOM_Y1 + (yLoc+1) * ZOOM_LOC_HEIGHT-1;
935 
936 				vga_back.pixelize( x1, y1, MIN(x2,ZOOM_X2), MIN(y2,ZOOM_Y2), GOD_CAST_RANGE_COLOR );
937 			}
938 		}
939 	}
940 }
941 //----------- End of function ZoomMatrix::draw_god_cast_range ------------//
942 
943 
944 //---------- Begin of function ZoomMatrix::disp_text -----------//
945 //
946 // Function for displaying town names and spy indicator.
947 //
disp_text()948 void ZoomMatrix::disp_text()
949 {
950 	//------- towns -------//
951 
952 	int y, dispSpy;
953 
954 	if( config.disp_town_name || config.disp_spy_sign )
955 	{
956 		Town* townPtr;
957 
958 		for( int i=town_array.size() ; i>0 ; i-- )
959 		{
960 			if( town_array.is_deleted(i) )
961 				continue;
962 
963 			townPtr = town_array[i];
964 
965 			if( !world.get_loc(townPtr->center_x, townPtr->center_y)->explored() )
966 				continue;
967 
968 			y = (townPtr->abs_y1+townPtr->abs_y2)/2;
969 
970 			dispSpy = config.disp_spy_sign && townPtr->has_player_spy();
971 
972 			if( config.disp_town_name && dispSpy )
973 				y-=7;
974 
975 			if( config.disp_town_name )
976 			{
977 				String str(townPtr->town_name());
978 
979 				put_center_text( (townPtr->abs_x1+townPtr->abs_x2)/2,	y, str );
980 
981 				y+=14;
982 			}
983 
984 			if( dispSpy )
985 				put_center_text( (townPtr->abs_x1+townPtr->abs_x2)/2, y, _("(Spy)") );
986 		}
987 	}
988 
989 	//------ firms -------//
990 
991 	if( config.disp_spy_sign )
992 	{
993 		Firm* firmPtr;
994 
995 		for( int i=firm_array.size() ; i>0 ; i-- )
996 		{
997 			if( firm_array.is_deleted(i) )
998 				continue;
999 
1000 			firmPtr = firm_array[i];
1001 
1002 			if( firmPtr->player_spy_count )
1003 			{
1004 				put_center_text( (firmPtr->abs_x1+firmPtr->abs_x2)/2,
1005 									  (firmPtr->abs_y1+firmPtr->abs_y2)/2, _("(Spy)") );
1006 			}
1007 		}
1008 	}
1009 }
1010 //----------- End of function ZoomMatrix::disp_text ------------//
1011 
1012 
1013 //---------- Begin of function ZoomMatrix::put_center_text -----------//
1014 //
1015 // <int>   x, y - center of the absolute position where the text should be put.
1016 // <char*> str  - the display string.
1017 //
put_center_text(int x,int y,const char * str)1018 void ZoomMatrix::put_center_text(int x, int y, const char* str)
1019 {
1020 	const unsigned int TEMP_BUFFER_SIZE = 0x2000;
1021 	char tempBuffer[TEMP_BUFFER_SIZE];
1022 	short w = font_news.text_width(str);
1023 	// ###### begin Gilbert 15/10 #######//
1024 	// short h = font_news.text_height();
1025 	short h = font_news.max_font_height;
1026 	// ###### end Gilbert 15/10 #######//
1027 
1028 	if( w * h + 2*sizeof(short) <= TEMP_BUFFER_SIZE )
1029 	{
1030 		char *bufferPtr = tempBuffer;
1031 		*(short *)bufferPtr = w;
1032 		bufferPtr += sizeof(short);
1033 		*(short *)bufferPtr = h;
1034 		bufferPtr += sizeof(short);
1035 		memset( bufferPtr, TRANSPARENT_CODE, w * h );
1036 		font_news.put_to_buffer(bufferPtr, w, 0, 0, str);
1037 
1038 		// test clipping against ZOOM_X1, ZOOM_Y1, ZOOM_X2, ZOOM_Y2
1039 		int x1 = x - World::view_top_x - w / 2 ;
1040 		int x2 = x1 + w - 1;
1041 		int y1 = y - World::view_top_y - h / 2;
1042 		int y2 = y1 + h - 1;
1043 		if( x1 < ZOOM_X2 && x2 >= 0 && y1 < ZOOM_HEIGHT && y2 >= 0)
1044 		{
1045 			if( x1 < 0 || x2 >= ZOOM_WIDTH || y1 < 0 || y2 >= ZOOM_HEIGHT )
1046 			{
1047 				vga_back.put_bitmap_area_trans( x1+ZOOM_X1, y1+ZOOM_Y1, tempBuffer,
1048 					MAX(0,x1)-x1, MAX(0,y1)-y1, MIN(ZOOM_WIDTH-1,x2)-x1, MIN(ZOOM_HEIGHT-1,y2)-y1);
1049 			}
1050 			else
1051 			{
1052 				vga_back.put_bitmap_trans( x1+ZOOM_X1, y1+ZOOM_Y1, tempBuffer );
1053 			}
1054 		}
1055 	}
1056 }
1057 //----------- End of function ZoomMatrix::put_center_text ------------//
1058 
1059 
1060 //---------- Begin of function ZoomMatrix::blacken_unexplored -----------//
1061 //
blacken_unexplored()1062 void ZoomMatrix::blacken_unexplored()
1063 {
1064 	//----------- black out unexplored area -------------//
1065 
1066 	int leftLoc = top_x_loc;
1067 	int topLoc = top_y_loc;
1068 	int rightLoc = leftLoc + disp_x_loc - 1;
1069 	int bottomLoc = topLoc + disp_y_loc - 1;
1070 	int scrnY, scrnX;		// screen coordinate
1071 	int x, y;				// x,y Location
1072 	Location *thisRowLoc, *northRowLoc, *southRowLoc;
1073 
1074 	scrnY = ZOOM_Y1;
1075 	for( y = topLoc; y <= bottomLoc; ++y, scrnY += ZOOM_LOC_HEIGHT)
1076 	{
1077 		thisRowLoc = get_loc(leftLoc, y);
1078 		northRowLoc = y > 0 ? get_loc(leftLoc, y-1) : thisRowLoc;
1079 		southRowLoc = y+1 < max_y_loc ? get_loc(leftLoc, y+1): thisRowLoc;
1080 
1081 		// load north bit into bit0, north west bit into bit 1
1082 		int northRow = northRowLoc->explored() ? 1 : 0;
1083 		int thisRow = thisRowLoc->explored() ? 1 : 0;
1084 		int southRow = southRowLoc->explored() ? 1 : 0;
1085 
1086 		if( leftLoc > 0)
1087 		{
1088 			northRow |= (northRowLoc-1)->explored() ? 2 : 0;
1089 			thisRow  |= (thisRowLoc -1)->explored() ? 2 : 0;
1090 			southRow |= (southRowLoc-1)->explored() ? 2 : 0;
1091 		}
1092 		else
1093 		{
1094 			// replicate bit 0 to bit 1;
1095 			northRow *= 3;
1096 			thisRow  *= 3;
1097 			southRow *= 3;
1098 		}
1099 
1100 		scrnX = ZOOM_X1;
1101 		for( x = leftLoc; x <= rightLoc; ++x, scrnX += ZOOM_LOC_WIDTH )
1102 		{
1103 			if( x+1 < max_x_loc)
1104 			{
1105 				northRow = (northRow << 1) | ((++northRowLoc)->explored() ? 1 : 0);
1106 				thisRow  = (thisRow  << 1) | ((++thisRowLoc )->explored() ? 1 : 0);
1107 				southRow = (southRow << 1) | ((++southRowLoc)->explored() ? 1 : 0);
1108 			}
1109 			else
1110 			{
1111 				// replicate bit 1
1112 				northRow = (northRow << 1) | (northRow & 1);
1113 				thisRow  = (thisRow  << 1) | (thisRow  & 1);
1114 				southRow = (southRow << 1) | (southRow & 1);
1115 			}
1116 
1117 			// optional
1118 			// northRow &= 7;
1119 			// thisRow &= 7;
1120 			// southRow &= 7;
1121 
1122 			// ---------- Draw mask to vgabuf --------//
1123 
1124 			if( thisRow & 2)		// center square
1125 			{
1126 				explored_mask.draw(scrnX, scrnY, northRow, thisRow, southRow);
1127 			}
1128 			else
1129 			{
1130 				vga_back.black_32x32(scrnX, scrnY);
1131 			}
1132 		}
1133 	}
1134 }
1135 //----------- End of function ZoomMatrix::blacken_unexplored ------------//
1136 
1137 
1138 //---------- Begin of function ZoomMatrix::blacken_fog_of_war -----------//
1139 //
blacken_fog_of_war()1140 void ZoomMatrix::blacken_fog_of_war()
1141 {
1142 	int leftLoc = top_x_loc;
1143 	int topLoc = top_y_loc;
1144 	int rightLoc = leftLoc + disp_x_loc - 1;
1145 	int bottomLoc = topLoc + disp_y_loc - 1;
1146 	int scrnY, scrnX;		// screen coordinate
1147 	int x, y;				// x,y Location
1148 	Location *thisRowLoc, *northRowLoc, *southRowLoc;
1149 
1150 	if( config.fog_mask_method == 1)
1151 	{
1152 		// use fast method
1153 		scrnY = ZOOM_Y1;
1154 		for( y = topLoc; y <= bottomLoc; ++y, scrnY += ZOOM_LOC_HEIGHT)
1155 		{
1156 			thisRowLoc = get_loc(leftLoc,y);
1157 			scrnX = ZOOM_X1;
1158 			for( x = leftLoc; x <= rightLoc; ++x, scrnX += ZOOM_LOC_WIDTH, ++thisRowLoc )
1159 			{
1160 				if( !thisRowLoc->explored() )
1161 				{
1162 					vga_back.bar(scrnX, scrnY, scrnX+ZOOM_LOC_WIDTH-1, scrnY+ZOOM_LOC_HEIGHT-1, 0);
1163 				}
1164 				else
1165 				{
1166 					unsigned char v = thisRowLoc->visibility();
1167 					if( v < MAX_VISIT_LEVEL-7)
1168 					{
1169 						// more visible draw 1/4 tone
1170 						vga_back.pixelize_32x32(scrnX+1, scrnY, 0);
1171 						vga_back.pixelize_32x32(scrnX, scrnY+1, 0);
1172 					}
1173 					// for visibility >= MAX_VISIT_LEVEL, draw nothing
1174 				}
1175 			}
1176 		}
1177 	}
1178 	else
1179 	{
1180 		// use slow method
1181 		scrnY = ZOOM_Y1;
1182 		for( y = topLoc; y <= bottomLoc; ++y, scrnY += ZOOM_LOC_HEIGHT)
1183 		{
1184 			thisRowLoc = get_loc(leftLoc, y);
1185 			northRowLoc = y > 0 ? get_loc(leftLoc, y-1) : thisRowLoc;
1186 			southRowLoc = y+1 < max_y_loc ? get_loc(leftLoc, y+1): thisRowLoc;
1187 
1188 			// load north bit into bit0, north west bit into bit 1
1189 			// [2] = west, [1] = this, [0] = east
1190 			unsigned char northRow[3];
1191 			unsigned char thisRow[3];
1192 			unsigned char southRow[3];
1193 			northRow[0] = northRowLoc->visibility();
1194 			thisRow[0] = thisRowLoc->visibility();
1195 			southRow[0] = southRowLoc->visibility();
1196 
1197 			if( leftLoc > 0)
1198 			{
1199 				northRow[1] = (northRowLoc-1)->visibility();
1200 				thisRow[1] = (thisRowLoc-1)->visibility();
1201 				southRow[1] = (southRowLoc-1)->visibility();
1202 			}
1203 			else
1204 			{
1205 				// copy [0] to [1]
1206 				northRow[1] = northRow[0];
1207 				thisRow[1] = thisRow[0];
1208 				southRow[1] = southRow[0];
1209 			}
1210 
1211 			scrnX = ZOOM_X1;
1212 			for( x = leftLoc; x <= rightLoc; ++x, scrnX += ZOOM_LOC_WIDTH )
1213 			{
1214 				// shift to west
1215 				northRow[2] = northRow[1]; northRow[1] = northRow[0];
1216 				thisRow[2] = thisRow[1]; thisRow[1] = thisRow[0];
1217 				southRow[2] = southRow[1]; southRow[1] = southRow[0];
1218 
1219 				// shift in east squares of each row
1220 				if( x+1 < max_x_loc)
1221 				{
1222 					northRow[0] = (++northRowLoc)->visibility();
1223 					thisRow[0] = (++thisRowLoc)->visibility();
1224 					southRow[0] = (++southRowLoc)->visibility();
1225 				}
1226 				// if on the east of the map, simply replicate the eastest square
1227 
1228 				// ---------- Draw mask to vgabuf --------//
1229 				unsigned char midNorthRow[3];
1230 				unsigned char midThisRow[3];
1231 				unsigned char midSouthRow[3];
1232 				midThisRow[2] = MIN( thisRow[2], thisRow[1]);
1233 				midThisRow[0] = MIN( thisRow[0], thisRow[1]);
1234 				midNorthRow[2] = MIN( MIN(northRow[2], northRow[1]), midThisRow[2] );
1235 				midNorthRow[1] = MIN( northRow[1], thisRow[1]);
1236 				midNorthRow[0] = MIN( MIN(northRow[0], northRow[1]), midThisRow[0] );
1237 				midSouthRow[2] = MIN( MIN(southRow[2], southRow[1]), midThisRow[2] );
1238 				midSouthRow[1] = MIN( southRow[1], thisRow[1]);
1239 				midSouthRow[0] = MIN( MIN(southRow[0], southRow[1]), midThisRow[0] );
1240 				unsigned char midMean = ((int) thisRow[0] + thisRow[2] +
1241 					northRow[0] + northRow[1] + northRow[2] +
1242 					southRow[0] + southRow[1] + southRow[2] ) /8;
1243 				midThisRow[1] = MIN(thisRow[1], midMean );
1244 
1245 				vga_back.fog_remap(scrnX, scrnY, (char **)explored_mask.brightness_table->get_table_array(),
1246 					midNorthRow, midThisRow, midSouthRow);
1247 			}
1248 		}
1249 	}
1250 }
1251 //---------- End of function ZoomMatrix::blacken_fog_of_war -----------//
1252 
1253 
1254 //--------- Begin of function ZoomMatrix::draw_objects ---------//
1255 //
1256 // Draw the following types of objects on the zoom map in a sorted order.
1257 //
1258 // 1. Firms
1259 // 2. Town sections
1260 // 3. Sprites
1261 //
draw_objects()1262 void ZoomMatrix::draw_objects()
1263 {
1264 	//----- get the location of the zoom area ------//
1265 
1266 	const int DRAW_OUTSIDE = 3;
1267 
1268 	int zoomXLoc1 = world.zoom_matrix->top_x_loc - DRAW_OUTSIDE;
1269 	int zoomYLoc1 = world.zoom_matrix->top_y_loc - DRAW_OUTSIDE;
1270 	int zoomXLoc2 = world.zoom_matrix->top_x_loc + world.zoom_matrix->disp_x_loc - 1 + DRAW_OUTSIDE;
1271 	int zoomYLoc2 = world.zoom_matrix->top_y_loc + world.zoom_matrix->disp_y_loc - 1 + DRAW_OUTSIDE;
1272 
1273 	if( zoomXLoc1 < 0)
1274 		zoomXLoc1 = 0;
1275 	if( zoomYLoc1 < 0)
1276 		zoomYLoc1 = 0;
1277 	if( zoomXLoc2 >= max_x_loc)
1278 		zoomXLoc2 = max_x_loc-1;
1279 	if( zoomYLoc2 >= max_y_loc)
1280 		zoomYLoc2 = max_y_loc-1;
1281 
1282 	//---- add the objects on the zoom area to land_disp_sort_array in a sorted display order ---//
1283 
1284 	int 		 	 xLoc, yLoc;
1285 	Location* 	 locPtr;
1286 	DisplaySort  displaySort;
1287 	Unit*			 unitPtr;
1288 	Firm*			 firmPtr;
1289 	Town* 	 	 townPtr;
1290 	PlantBitmap* plantBitmap;
1291 	int			 innerY, drawY;
1292 	int			 dispFire = 0;
1293 	// ####### begin Gilbert 31/7 ########//
1294 	char			 pMobileType;           // pointing mobileType
1295 	Location*	 pLoc = power.test_detect(mouse.cur_x, mouse.cur_y, &pMobileType);
1296    // ####### end Gilbert 31/7 ########//
1297 
1298 	for( yLoc=zoomYLoc1 ; yLoc<=zoomYLoc2 ; yLoc++ )
1299 	{
1300 		locPtr = world.get_loc(zoomXLoc1,yLoc);
1301 
1302 		for( xLoc=zoomXLoc1 ; xLoc<=zoomXLoc2 ; xLoc++, locPtr++ )
1303 		{
1304 			//------- if there is an unit in the air --------//
1305 
1306 			if( locPtr->has_unit(UNIT_AIR) )
1307 			{
1308 				memset(&displaySort, 0, sizeof(displaySort));
1309 				unitPtr = unit_array[locPtr->air_cargo_recno];
1310 
1311 				unitPtr->update_abs_pos();		// update its absolute position
1312 
1313 				displaySort.object_type  = OBJECT_UNIT;
1314 				displaySort.object_recno = locPtr->air_cargo_recno;
1315 				displaySort.object_y2 	 = unitPtr->abs_y2;
1316 
1317 				if(pLoc == locPtr && pMobileType == UNIT_AIR)
1318 				{
1319 					displaySort.object_type  = OBJECT_POINTED_UNIT;
1320 					// BUGHERE : this part may fails if sprite size > 1x1
1321 				}
1322 
1323 				if( !unitPtr->is_shealth() )
1324 				{
1325 					if( unitPtr->sprite_info->loc_width > 1 )
1326 					{
1327 						if( xLoc==MAX( unitPtr->next_x_loc(), zoomXLoc1 ) &&
1328 							 yLoc==MAX( unitPtr->next_y_loc(), zoomYLoc1 ) )
1329 						{
1330 							air_disp_sort_array.linkin(&displaySort);
1331 						}
1332 					}
1333 					else
1334 					{
1335 						air_disp_sort_array.linkin(&displaySort);
1336 					}
1337 				}
1338 			}
1339 
1340 			//------- if there is an unit on the land or sea -------//
1341 
1342 			if( locPtr->has_unit(UNIT_LAND) || locPtr->has_unit(UNIT_SEA) )
1343 			{
1344 				memset(&displaySort, 0, sizeof(displaySort));
1345 				unitPtr = unit_array[locPtr->cargo_recno];
1346 
1347 				unitPtr->update_abs_pos();		// update its absolute position
1348 
1349 				displaySort.object_type  = OBJECT_UNIT;
1350 				displaySort.object_recno = locPtr->cargo_recno;
1351 				displaySort.object_y2 	 = unitPtr->abs_y2;
1352 
1353 				if( pLoc == locPtr && (pMobileType == UNIT_LAND || pMobileType == UNIT_SEA))
1354 				{
1355 					displaySort.object_type = OBJECT_POINTED_UNIT;
1356 					// BUGHERE : this part may fails if sprite size > 1x1
1357 				}
1358 
1359 				if( !unitPtr->is_shealth() )
1360 				{
1361 					if( unitPtr->sprite_info->loc_width > 1 )
1362 					{
1363 						if( xLoc==MAX( unitPtr->next_x_loc(), zoomXLoc1 ) &&
1364 							 yLoc==MAX( unitPtr->next_y_loc(), zoomYLoc1 ) )
1365 						{
1366 							land_disp_sort_array.linkin(&displaySort);
1367 						}
1368 					}
1369 					else
1370 					{
1371 						land_disp_sort_array.linkin(&displaySort);
1372 					}
1373 				}
1374 			}
1375 
1376 			//--------- if there is a firm on the location --------//
1377 
1378 			else if( locPtr->is_firm() )
1379 			{
1380 				memset(&displaySort, 0, sizeof(displaySort));
1381 				displaySort.object_type  = OBJECT_FIRM;
1382 				displaySort.object_recno = locPtr->firm_recno();
1383 
1384 				firmPtr = firm_array[locPtr->firm_recno()];
1385 
1386 				displaySort.object_y2 = firmPtr->abs_y2;
1387 
1388 				if( xLoc==MAX( firmPtr->loc_x1, zoomXLoc1 ) &&
1389 					 yLoc==MAX( firmPtr->loc_y1, zoomYLoc1 ) )
1390 				{
1391 					land_bottom_disp_sort_array.linkin(&displaySort);
1392 					land_disp_sort_array.linkin(&displaySort);
1393 				}
1394 			}
1395 
1396 			//------ if there is a town section on the location -----//
1397 
1398 			else if( locPtr->is_town() )
1399 			{
1400 				memset(&displaySort, 0, sizeof(displaySort));
1401 				displaySort.object_type  = OBJECT_TOWN;
1402 				displaySort.object_recno = locPtr->town_recno();
1403 
1404 				townPtr = town_array[locPtr->town_recno()];
1405 
1406 				displaySort.object_y2 = townPtr->abs_y2;
1407 
1408 				if( xLoc==MAX( townPtr->loc_x1, zoomXLoc1 ) &&
1409 					 yLoc==MAX( townPtr->loc_y1, zoomYLoc1 ) )
1410 				{
1411 					land_bottom_disp_sort_array.linkin(&displaySort);
1412 					land_disp_sort_array.linkin(&displaySort);
1413 				}
1414 			}
1415 
1416 			//------ if there is a plant on the location -----//
1417 
1418 			else if( locPtr->is_plant() )
1419 			{
1420 				memset(&displaySort, 0, sizeof(displaySort));
1421 				displaySort.object_type  = OBJECT_PLANT;
1422 				displaySort.object_recno = locPtr->plant_id();
1423 
1424 				plantBitmap = plant_res.get_bitmap(locPtr->plant_id());
1425 
1426 				innerY  = locPtr->plant_inner_y();
1427 				drawY   = yLoc*ZOOM_LOC_HEIGHT + innerY-ZOOM_LOC_HEIGHT/2 + plantBitmap->offset_y + plantBitmap->bitmap_height - 1;
1428 
1429 				displaySort.object_y2 =	drawY;
1430 				displaySort.x_loc	    = xLoc;
1431 				displaySort.y_loc	    = yLoc;
1432 
1433 				land_disp_sort_array.linkin(&displaySort);
1434 			}
1435 
1436 			//------ if there is a wall on the location -------//
1437 
1438 			else if( locPtr->is_wall() )
1439 			{
1440 				memset(&displaySort, 0, sizeof(displaySort));
1441 				WallInfo *wallInfo = wall_res[locPtr->wall_id()];
1442 				displaySort.object_type	= OBJECT_WALL;
1443 
1444 				// high byte of object_recno stores nation_recno
1445 				// low byte of object_recno stores wall_id
1446 				displaySort.object_recno = wallInfo->draw_wall_id;
1447 				if( locPtr->power_nation_recno > 0)
1448 				{
1449 					displaySort.object_recno += locPtr->power_nation_recno << 8;
1450 				}
1451 				if( ! wallInfo->is_gate())
1452 				{
1453 					// -------- non-gate square
1454 					displaySort.object_y2 = yLoc* ZOOM_LOC_HEIGHT +ZOOM_LOC_HEIGHT-1;
1455 					displaySort.x_loc = xLoc * ZOOM_LOC_WIDTH;
1456 					displaySort.y_loc = yLoc * ZOOM_LOC_HEIGHT;
1457 					land_disp_sort_array.linkin(&displaySort);
1458 				}
1459 				else
1460 				{
1461 					// -------- gate square ---------//
1462 					displaySort.object_y2 = yLoc * ZOOM_LOC_HEIGHT + wallInfo->offset_y +
1463 						wallInfo->bitmap_height() -1;
1464 					displaySort.x_loc = xLoc + wallInfo->loc_off_x;
1465 					displaySort.y_loc = yLoc + wallInfo->loc_off_y;
1466 					if( xLoc == MAX( displaySort.x_loc, zoomXLoc1) &&
1467 						 yLoc == MAX( displaySort.y_loc, zoomYLoc1) )
1468 					{
1469 						displaySort.x_loc = xLoc * ZOOM_LOC_WIDTH + wallInfo->offset_x;
1470 						displaySort.y_loc = yLoc * ZOOM_LOC_HEIGHT + wallInfo->offset_y;
1471 						land_disp_sort_array.linkin(&displaySort);
1472 					}
1473 				}
1474 			}
1475 			else if(locPtr->has_hill() && hill_res[locPtr->hill_id1()]->layer & 2 )
1476 			{
1477 				memset(&displaySort, 0, sizeof(displaySort));
1478 				displaySort.object_type = OBJECT_HILL;
1479 				displaySort.object_recno = locPtr->hill_id1();
1480 				displaySort.object_y2 = (yLoc+1)*ZOOM_LOC_HEIGHT-1;
1481 				displaySort.x_loc = xLoc;
1482 				displaySort.y_loc = yLoc;
1483 				land_disp_sort_array.linkin(&displaySort);
1484 			}
1485 			else if(locPtr->is_rock())
1486 			{
1487 				memset(&displaySort, 0, sizeof(displaySort));
1488 				displaySort.object_type  = OBJECT_ROCK;
1489 				Rock *rockPtr = rock_array[displaySort.object_recno = locPtr->rock_array_recno()];
1490 				displaySort.object_y2 =	ZOOM_LOC_HEIGHT  * (rockPtr->loc_y
1491 					+ rock_res.get_rock_info(rockPtr->rock_recno)->loc_height) -1;
1492 
1493 				if( xLoc==MAX( rockPtr->loc_x, zoomXLoc1 ) &&
1494 					 yLoc==MAX( rockPtr->loc_y, zoomYLoc1 ) )
1495 				{
1496 					land_disp_sort_array.linkin(&displaySort);
1497 				}
1498 			}
1499 
1500 			#ifdef DEBUG2
1501 			if(debug_sim_game_type!=2 && locPtr->fire_str()>0)
1502 			#else
1503 			if( locPtr->fire_str() > 0 )
1504 			#endif
1505 			{
1506 				memset(&displaySort, 0, sizeof(displaySort));
1507 				displaySort.object_type = OBJECT_FIRE;
1508 				displaySort.object_recno = locPtr->fire_str();
1509 				displaySort.object_y2 = (yLoc+1)*ZOOM_LOC_HEIGHT -
1510 					((((xLoc+13) * (yLoc+17)) % 16) & ~1);
1511 
1512 				displaySort.x_loc	    = xLoc;
1513 				displaySort.y_loc	    = yLoc;
1514 
1515 				land_disp_sort_array.linkin(&displaySort);
1516 				land_top_disp_sort_array.linkin(&displaySort);
1517 				dispFire++;
1518 			}
1519 
1520 		}
1521 	}
1522 
1523 	//------ add bullet sprites to the display array -------//
1524 
1525 	Bullet* bulletPtr;
1526 
1527 	int i;
1528 	for( i=bullet_array.size() ; i>0 ; i-- )
1529 	{
1530 		if( bullet_array.is_deleted(i) )
1531 			continue;
1532 
1533 		bulletPtr = bullet_array[i];
1534 
1535 		// ######### begin Gilbert 20/6 #########//
1536 		if( bulletPtr->is_shealth() ||
1537 			bulletPtr->cur_x_loc() < zoomXLoc1 || bulletPtr->cur_x_loc() > zoomXLoc2 ||
1538 			bulletPtr->cur_y_loc() < zoomYLoc1 || bulletPtr->cur_y_loc() > zoomYLoc2 )
1539 			continue;
1540 		// ######### end Gilbert 20/6 #########//
1541 
1542 		bulletPtr->update_abs_pos();		// update its absolute position
1543 
1544 		displaySort.object_type  = OBJECT_BULLET;
1545 		displaySort.object_recno = i;
1546 		displaySort.object_y2 	 = bulletPtr->abs_y2;
1547 
1548 		switch( bulletPtr->display_layer() )
1549 		{
1550 		case AIR_DISP_LAYER_MASK:
1551 			air_disp_sort_array.linkin(&displaySort);
1552 			break;
1553 		case LAND_BOTTOM_DISP_LAYER_MASK:
1554 			land_bottom_disp_sort_array.linkin(&displaySort);
1555 			break;
1556 		case LAND_TOP_DISP_LAYER_MASK:
1557 			land_top_disp_sort_array.linkin(&displaySort);
1558 			break;
1559 		case 0:
1560 		case LAND_DISP_LAYER_MASK:
1561 			land_disp_sort_array.linkin(&displaySort);
1562 			break;
1563 		default:
1564 			err_here();
1565 		}
1566 	}
1567 
1568 	// --------- draw tornado --------//
1569 	Tornado *tornadoPtr;
1570 	for( i=tornado_array.size(); i > 0; i--)
1571 	{
1572 		if( tornado_array.is_deleted(i) )
1573 			continue;
1574 		tornadoPtr = tornado_array[i];
1575 		// ######### begin Gilbert 28/5 #########//
1576 		// if( tornadoPtr->is_shealth() )
1577 		if( // tornadoPtr->is_shealth() ||
1578 			tornadoPtr->cur_x_loc() < zoomXLoc1 || tornadoPtr->cur_x_loc() > zoomXLoc2 ||
1579 			tornadoPtr->cur_y_loc() < zoomYLoc1 || tornadoPtr->cur_y_loc() > zoomYLoc2 )
1580 			continue;
1581 		// ######### end Gilbert 28/5 #########//
1582 
1583 		tornadoPtr->update_abs_pos();
1584 
1585 		displaySort.object_type = OBJECT_TORNADO;
1586 		displaySort.object_recno  = i;
1587 		displaySort.object_y2 = tornadoPtr->abs_y2;
1588 		air_disp_sort_array.linkin(&displaySort);
1589 	}
1590 
1591 	for( i=effect_array.size(); i > 0; i--)
1592 	{
1593 		if( effect_array.is_deleted(i) )
1594 			continue;
1595 		Effect *effectPtr = (Effect *)effect_array[i];
1596 		// ######### begin Gilbert 28/5 #########//
1597 		if( effectPtr->is_shealth() ||
1598 			effectPtr->cur_x_loc() < zoomXLoc1 || effectPtr->cur_x_loc() > zoomXLoc2 ||
1599 			effectPtr->cur_y_loc() < zoomYLoc1 || effectPtr->cur_y_loc() > zoomYLoc2 )
1600 			continue;
1601 		// ######### end Gilbert 28/5 #########//
1602 		effectPtr->update_abs_pos();
1603 
1604 		displaySort.object_type = OBJECT_EFFECT;
1605 		displaySort.object_recno  = i;
1606 		displaySort.object_y2 = effectPtr->abs_y2;
1607 
1608 		switch( effectPtr->layer )
1609 		{
1610 		case AIR_DISP_LAYER_MASK:
1611 			air_disp_sort_array.linkin(&displaySort);
1612 			break;
1613 		case LAND_BOTTOM_DISP_LAYER_MASK:
1614 			land_bottom_disp_sort_array.linkin(&displaySort);
1615 			break;
1616 		case LAND_TOP_DISP_LAYER_MASK:
1617 			land_top_disp_sort_array.linkin(&displaySort);
1618 			break;
1619 		case 0:
1620 		case LAND_DISP_LAYER_MASK:
1621 			land_disp_sort_array.linkin(&displaySort);
1622 			break;
1623 		default:
1624 			err_here();
1625 		}
1626 	}
1627 
1628 	// ###### begin Gilbert 2/10 #######//
1629 	for( i=firm_die_array.size(); i > 0; i--)
1630 	{
1631 		if( firm_die_array.is_deleted(i) )
1632 			continue;
1633 
1634 		FirmDie *firmDiePtr = (FirmDie *)firm_die_array[i];
1635 
1636 		if( firmDiePtr->loc_x2 < zoomXLoc1 || firmDiePtr->loc_x1 > zoomXLoc2 ||
1637 			firmDiePtr->loc_y2 < zoomYLoc1 || firmDiePtr->loc_y1 > zoomYLoc2 )
1638 			continue;
1639 
1640 		//--------- if there is a dying firm on the location --------//
1641 
1642 		memset(&displaySort, 0, sizeof(displaySort));
1643 		displaySort.object_type  = OBJECT_FIRM_DIE;
1644 		displaySort.object_recno = i;
1645 
1646 		displaySort.object_y2 = firmDiePtr->loc_y2 * ZOOM_LOC_HEIGHT;
1647 
1648 		land_bottom_disp_sort_array.linkin(&displaySort);
1649 		land_disp_sort_array.linkin(&displaySort);
1650 	}
1651 	// ###### end Gilbert 2/10 #######//
1652 
1653 
1654 	//---------- quicksort the array -----------//
1655 
1656 	land_disp_sort_array.quick_sort( sort_display_function );
1657 	air_disp_sort_array.quick_sort( sort_display_function );
1658 	land_top_disp_sort_array.quick_sort( sort_display_function );
1659 	land_bottom_disp_sort_array.quick_sort( sort_display_function );
1660 
1661 	// ##### begin Gilbert 9/10 ######//
1662 	//------------ draw unit path and objects ---------------//
1663 
1664 	draw_objects_now(&land_bottom_disp_sort_array, LAND_BOTTOM_DISP_LAYER_MASK);
1665 	draw_unit_path_on_zoom_map(LAND_DISP_LAYER_MASK);
1666 	draw_objects_now(&land_disp_sort_array,LAND_DISP_LAYER_MASK);
1667 	draw_objects_now(&land_top_disp_sort_array,LAND_TOP_DISP_LAYER_MASK);
1668 
1669 	draw_unit_path_on_zoom_map(AIR_DISP_LAYER_MASK);
1670 	draw_unit_way_point_on_zoom_map();
1671 	draw_objects_now(&air_disp_sort_array);
1672 	// ##### end Gilbert 9/10 ######//
1673 
1674 
1675 	//----------- clean up the array ----------//
1676 
1677 	land_disp_sort_array.zap(0);		// 0-don't resize the array, keep its current size
1678 	air_disp_sort_array.zap(0);		// 0-don't resize the array, keep its current size
1679 	land_top_disp_sort_array.zap(0);
1680 	land_bottom_disp_sort_array.zap(0);
1681 
1682 	//----------- fire sound ----------//
1683 	if(dispFire > 0)
1684 	{
1685 		int relVolume = 80 + dispFire/2;
1686 		if( relVolume > 100)
1687 			relVolume = 100;
1688 		if( fire_channel_id == 0)
1689 		{
1690 			last_fire_vol = relVolume;
1691 			RelVolume r(relVolume,0);
1692 			fire_channel_id = audio.play_loop_wav( DIR_SOUND"FIRE.WAV",8447 *2, DsVolume(r));
1693 		}
1694 		else if( last_fire_vol - relVolume > 2 || last_fire_vol - relVolume < 2)
1695 		{
1696 			last_fire_vol = relVolume;
1697 			RelVolume r(relVolume,0);
1698 			audio.volume_loop_wav(fire_channel_id, DsVolume(r));
1699 		}
1700 	}
1701 	else
1702 	{
1703 		if( fire_channel_id != 0)
1704 		{
1705 			audio.stop_loop_wav(fire_channel_id);
1706 			fire_channel_id = 0;
1707 			last_fire_vol = 0;
1708 		}
1709 	}
1710 }
1711 //----------- End of function ZoomMatrix::draw_objects -----------//
1712 
1713 
1714 //---------- Begin of function ZoomMatrix::draw_objects_now -----------//
1715 //
draw_objects_now(DynArray * unitArray,int displayLayer)1716 void ZoomMatrix::draw_objects_now(DynArray* unitArray, int displayLayer)
1717 {
1718 	//------------ display objects ------------//
1719 
1720 	DisplaySort *displaySortPtr;
1721 	Firm			*firmPtr;
1722 	int 			i, dispCount = unitArray->size();
1723 	char			firstFire[FLAME_GROW_STEP];
1724 	memset( firstFire, 0, sizeof(firstFire));
1725 	int			riseFirePara = 0;
1726 	int			needFlushFire = weather.rain_scale() + weather.snow_scale();
1727 	double hWindSpeed = weather.wind_speed()*sin(weather.wind_direct_rad());
1728 	if( hWindSpeed >= 20.0)
1729 		riseFirePara = 1;
1730 	else if( hWindSpeed > -20.0)
1731 		riseFirePara = 0;
1732 	else
1733 		riseFirePara = -1;
1734 
1735 	if( init_fire <= flame[FLAME_GROW_STEP-1].map_height)
1736 	{
1737 		for( int f = FLAME_GROW_STEP-1 ; f >= 0; --f)
1738 		{
1739 			if( init_fire <= flame[f].map_height)
1740 			{
1741 				flame[f].rise(riseFirePara);
1742 			}
1743 			else
1744 			{
1745 				break;
1746 			}
1747 		}
1748 		init_fire++;
1749 	}
1750 
1751 	int dispPower = (world.map_matrix->map_mode == MAP_MODE_POWER &&
1752 						  world.map_matrix->power_mode == 1) ||
1753 						 power.command_id == COMMAND_BUILD_FIRM ||
1754 						 power.command_id == COMMAND_SETTLE ||
1755 						 power.command_id == COMMAND_BUILD_WALL;
1756 
1757 	for( i=1 ; i<=dispCount ; i++ )
1758 	{
1759 		if( i%10==1 )
1760 			sys.yield();
1761 
1762 		displaySortPtr = (DisplaySort*) unitArray->get(i);
1763 
1764 		switch(displaySortPtr->object_type)
1765 		{
1766 			case OBJECT_UNIT:
1767 				unit_array[displaySortPtr->object_recno]->draw();
1768 				break;
1769 
1770 			case OBJECT_POINTED_UNIT:
1771 				unit_array[displaySortPtr->object_recno]->draw_outlined();
1772 				break;
1773 
1774 			case OBJECT_BULLET:
1775 				bullet_array[displaySortPtr->object_recno]->draw();
1776 				break;
1777 
1778 			case OBJECT_FIRM:
1779 				firmPtr = firm_array[displaySortPtr->object_recno];
1780 				firmPtr->draw(displayLayer);
1781 				break;
1782 
1783 			case OBJECT_TOWN:
1784 				town_array[displaySortPtr->object_recno]->draw(displayLayer);
1785 				break;
1786 
1787 			case OBJECT_PLANT:
1788 				plant_res.get_bitmap(displaySortPtr->object_recno)
1789 					->draw(displaySortPtr->x_loc, displaySortPtr->y_loc);
1790 				break;
1791 
1792 			case OBJECT_ROCK:
1793 				// object_recno is rockArrayRecno
1794 				rock_array[displaySortPtr->object_recno]->draw();
1795 				break;
1796 
1797 			case OBJECT_FIRE:
1798 				{
1799 					int f;
1800 					// when displayLayer = 0, no fire is assumed to be drawn
1801 					// pass fireDisplayerLayer as 1 to this function
1802 					err_when(!displayLayer);
1803 
1804 					// ------- decide bitmap to draw ----
1805 					// display flame[f], where f = (fire_str()-1) /25
1806 					f = Flame::grade( displaySortPtr->object_recno );
1807 					err_when(f >= FLAME_GROW_STEP);
1808 					if( !firstFire[f])
1809 					{
1810 						firstFire[f] = 1;
1811 						if( displayLayer == 1)
1812 						{
1813 							if( needFlushFire )
1814 								flame[f].flush_point();
1815 							flame[f].rise(riseFirePara);
1816 							flame[f].gen_bitmap(0xe3);		// 0xb4
1817 							flame[f].mask_bottom();
1818 						}
1819 						else
1820 						{
1821 							flame[f].mask_transparent();
1822 						}
1823 					}
1824 
1825 					int x1 = displaySortPtr->x_loc * ZOOM_LOC_WIDTH + Flame::offset_x(f) - World::view_top_x;
1826 					int y1 = displaySortPtr->y_loc * ZOOM_LOC_HEIGHT + Flame::offset_y(f) - World::view_top_y;
1827 
1828 					// ------- shift 'randomly' but even number---------
1829 					x1 += (((displaySortPtr->x_loc+11) * (displaySortPtr->y_loc+13)) % 16) & ~1;
1830 					x1 -= 6;
1831 					y1 -= (((displaySortPtr->x_loc+13) * (displaySortPtr->y_loc+17)) % 16) & ~1;
1832 
1833 					int x2 = x1 + Flame::default_width(f) -1;
1834 					int y2 = y1 + Flame::default_height(f) -1;
1835 
1836 					if( x2 >= 0 && x1 < ZOOM_WIDTH && y2 >= 0 && y1 < ZOOM_HEIGHT )
1837 					{
1838 						if( x1 < 0 || x2 >= ZOOM_WIDTH || y1 < 0 || y2 >= ZOOM_HEIGHT )
1839 						{
1840 							vga_back.put_bitmap_area_trans( x1+ZOOM_X1, y1+ZOOM_Y1, (char *)flame[f].bitmap,
1841 								MAX(0,x1)-x1, MAX(0,y1)-y1, MIN(ZOOM_WIDTH-1,x2)-x1, MIN(ZOOM_HEIGHT-1,y2)-y1 );
1842 						}
1843 						else
1844 						{
1845 							vga_back.put_bitmap_trans( x1+ZOOM_X1, y1+ZOOM_Y1, (char *)flame[f].bitmap );
1846 						}
1847 					}
1848 				}
1849 				break;
1850 
1851 			case OBJECT_WALL:
1852 				{
1853 					int nationRecno = displaySortPtr->object_recno >> 8;
1854 					char *remapTable = game.get_color_remap_table(nationRecno, 0);
1855 					wall_res[displaySortPtr->object_recno & 0xff]->draw_at(
1856 						displaySortPtr->x_loc, displaySortPtr->y_loc, remapTable);
1857 				}
1858 				break;
1859 			case OBJECT_TORNADO:
1860 				tornado_array[displaySortPtr->object_recno]->draw();
1861 				break;
1862 
1863 			case OBJECT_HILL:
1864 				{
1865 					short xLoc = displaySortPtr->x_loc;
1866 					short yLoc = displaySortPtr->y_loc;
1867 					hill_res[displaySortPtr->object_recno]->draw(xLoc, yLoc, 2);
1868 
1869 					// ------ draw power, because hill covers the power colour drawn ------//
1870 					int nationRecno = get_loc(xLoc, yLoc)->power_nation_recno;
1871 					if( dispPower && nationRecno > 0)
1872 					{
1873 						int x1 = xLoc*ZOOM_LOC_WIDTH - World::view_top_x;
1874 						int y1 = yLoc*ZOOM_LOC_HEIGHT - World::view_top_y;
1875 						if( x1 >= 0 && y1 >= 0 && x1 < ZOOM_WIDTH - (ZOOM_LOC_WIDTH-1) && y1 < ZOOM_HEIGHT - (ZOOM_LOC_HEIGHT-1))
1876 						{
1877 							vga_back.pixelize_32x32( x1 + ZOOM_X1, y1 + ZOOM_Y1,
1878 								nation_array.nation_power_color_array[nationRecno] );
1879 						}
1880 					}
1881 				}
1882 				break;
1883 
1884 			// #### begin Gilbert 4/10 #######//
1885 			case OBJECT_EFFECT:
1886 				effect_array[displaySortPtr->object_recno]->draw();
1887 				break;
1888 
1889 			case OBJECT_FIRM_DIE:
1890 				firm_die_array[displaySortPtr->object_recno]->draw(displayLayer);
1891 				break;
1892 			// #### end Gilbert 4/10 #######//
1893 		}
1894 	}
1895 }
1896 //----------- End of function ZoomMatrix::draw_objects_now ------------//
1897 
1898 
1899 //---------- Begin of function ZoomMatrix::scroll -----------//
1900 //
1901 // <int> xScroll - horizontal scroll step (negative:left, positive:right)
1902 // <int> yScroll - vertical scroll step   (negative:left, positive:right)
1903 //
scroll(int xScroll,int yScroll)1904 void ZoomMatrix::scroll(int xScroll, int yScroll)
1905 {
1906 	Matrix::scroll(xScroll,yScroll);
1907 
1908 	world.map_matrix->cur_x_loc = top_x_loc;
1909 	world.map_matrix->cur_y_loc = top_y_loc;
1910 }
1911 //----------- End of function ZoomMatrix::scroll ------------//
1912 
1913 
1914 //------ Begin of function sort_display_function ------//
1915 //
sort_display_function(const void * a,const void * b)1916 static int sort_display_function( const void *a, const void *b )
1917 {
1918 	return ((DisplaySort*)a)->object_y2 - ((DisplaySort*)b)->object_y2;
1919 }
1920 //------- End of function sort_display_function ------//
1921 
1922 
1923 //------ Begin of function ZoomMatrix::put_bitmap_clip ---------//
1924 //
1925 // Put a bitmap on the surface buffer
1926 //
1927 // <int>   x, y 			  - the location of the bitmap, in the current screen coordination
1928 // <char*> bitmapPtr 	  - bitmap ptr
1929 // [int]   compressedFlag - whether the bitmap is compressed or not
1930 //									 (default: 0)
1931 //
put_bitmap_clip(int x,int y,char * bitmapPtr,int compressedFlag)1932 void ZoomMatrix::put_bitmap_clip(int x, int y, char* bitmapPtr, int compressedFlag)
1933 {
1934 	int x2 = x + *((short*)bitmapPtr) 	  - 1;
1935 	int y2 = y + *(((short*)bitmapPtr)+1) - 1;
1936 
1937 	if( x2 < ZOOM_X1 || y2 < ZOOM_Y1 || x > ZOOM_X2 || y > ZOOM_Y2 )
1938 		return;
1939 
1940 	//---- only portion of the sprite is inside the view area ------//
1941 
1942 	if( x < ZOOM_X1 || x2 > ZOOM_X2 || y < ZOOM_Y1 || y2 > ZOOM_Y2 )
1943 	{
1944 		if( compressedFlag )
1945 		{
1946 			vga_back.put_bitmap_area_trans_decompress( x, y, bitmapPtr,
1947 				MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y );
1948 		}
1949 		else
1950 		{
1951 			vga_back.put_bitmap_area_trans( x, y, bitmapPtr,
1952 				MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y );
1953 		}
1954 	}
1955 
1956 	//---- the whole sprite is inside the view area ------//
1957 
1958 	else
1959 	{
1960 		if( compressedFlag )
1961 			vga_back.put_bitmap_trans_decompress( x, y, bitmapPtr );
1962 		else
1963 			vga_back.put_bitmap_trans( x, y, bitmapPtr );
1964 	}
1965 }
1966 //--------- End of function ZoomMatrix::put_bitmap_clip ---------//
1967 
1968 
1969 //------ Begin of function ZoomMatrix::detect_bitmap_clip ---------//
1970 //
1971 // Detect clicking on the bitmap.
1972 //
1973 // return: <int> 0 - not detected
1974 //					  1 - left clicked
1975 //					  2 - right clicked
1976 //
detect_bitmap_clip(int x,int y,char * bitmapPtr)1977 int ZoomMatrix::detect_bitmap_clip(int x, int y, char* bitmapPtr)
1978 {
1979 	int x2 = x + *((short*)bitmapPtr) 	  - 1;
1980 	int y2 = y + *(((short*)bitmapPtr)+1) - 1;
1981 
1982 	if( x2 < ZOOM_X1 || y2 < ZOOM_Y1 || x > ZOOM_X2 || y > ZOOM_Y2 )
1983 		return 0;
1984 
1985 	//---- only portion of the sprite is inside the view area ------//
1986 
1987 	// return mouse.single_click( MAX(ZOOM_X1,x), MAX(ZOOM_Y1,y), MIN(ZOOM_X2,x2), MIN(ZOOM_Y2,y2), 2 );
1988 	return mouse.any_click( MAX(ZOOM_X1,x), MAX(ZOOM_Y1,y), MIN(ZOOM_X2,x2), MIN(ZOOM_Y2,y2), 0 ) ? 1 :
1989 	mouse.any_click( MAX(ZOOM_X1,x), MAX(ZOOM_Y1,y), MIN(ZOOM_X2,x2), MIN(ZOOM_Y2,y2), 1 ) ? 2 : 0;
1990 }
1991 //--------- End of function ZoomMatrix::detect_bitmap_clip ---------//
1992 
1993 
1994 //------ Begin of function ZoomMatrix::is_bitmap_clip ---------//
1995 //
1996 // Returns true if the bitmap is (partially) inside the zoom region, or false otherwise
1997 //
1998 // return: <bool> false - completely outside zoom
1999 //                true - (partially) inside zoom
2000 //
is_bitmap_clip(int x,int y,char * bitmapPtr)2001 bool ZoomMatrix::is_bitmap_clip(int x, int y, char* bitmapPtr)
2002 {
2003 	int x2 = x + *((short*)bitmapPtr) 	  - 1;
2004 	int y2 = y + *(((short*)bitmapPtr)+1) - 1;
2005 
2006 	if( x2 < ZOOM_X1 || y2 < ZOOM_Y1 || x > ZOOM_X2 || y > ZOOM_Y2 )
2007 		return 0;
2008 
2009 	return 1;
2010 }
2011 //--------- End of function ZoomMatrix::is_bitmap_clip ---------//
2012 
2013 
2014 //------ Begin of function ZoomMatrix::put_bitmap_remap_clip ---------//
2015 //
2016 // Put a bitmap on the surface buffer
2017 //
2018 // <int>   x, y 				- the location of the bitmap
2019 // <char*> bitmapPtr 		- bitmap ptr
2020 // [char*] colorRemapTable - color remap table
2021 // [int]   compressedFlag  - whether the bitmap is compressed or not
2022 //									  (default: 0)
2023 //
put_bitmap_remap_clip(int x,int y,char * bitmapPtr,char * colorRemapTable,int compressedFlag)2024 void ZoomMatrix::put_bitmap_remap_clip(int x, int y, char* bitmapPtr, char* colorRemapTable, int compressedFlag)
2025 {
2026 	int x2 = x + *((short*)bitmapPtr) 	  - 1;
2027 	int y2 = y + *(((short*)bitmapPtr)+1) - 1;
2028 
2029 	if( x2 < ZOOM_X1 || y2 < ZOOM_Y1 || x > ZOOM_X2 || y > ZOOM_Y2 )
2030 		return;
2031 
2032 	//---- only portion of the sprite is inside the view arec ------//
2033 
2034 	if( x < ZOOM_X1 || x2 > ZOOM_X2 || y < ZOOM_Y1 || y2 > ZOOM_Y2 )
2035 	{
2036 		if( compressedFlag )
2037 		{
2038 			if( colorRemapTable )
2039 			{
2040 				vga_back.put_bitmap_area_trans_remap_decompress( x, y, bitmapPtr,
2041 					MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y, colorRemapTable );
2042 			}
2043 			else
2044 			{
2045 				vga_back.put_bitmap_area_trans_decompress( x, y, bitmapPtr,
2046 					MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y );
2047 			}
2048 		}
2049 		else
2050 		{
2051 			if( colorRemapTable )
2052 			{
2053 				vga_back.put_bitmap_area_trans_remap( x, y, bitmapPtr,
2054 					MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y, colorRemapTable );
2055 			}
2056 			else
2057 			{
2058 				vga_back.put_bitmap_area_trans( x, y, bitmapPtr,
2059 					MAX(ZOOM_X1,x)-x, MAX(ZOOM_Y1,y)-y, MIN(ZOOM_X2,x2)-x, MIN(ZOOM_Y2,y2)-y );
2060 			}
2061 		}
2062 	}
2063 
2064 	//---- the whole sprite is inside the view area ------//
2065 
2066 	else
2067 	{
2068 		if( compressedFlag )
2069 		{
2070 			if( colorRemapTable )
2071 				vga_back.put_bitmap_trans_remap_decompress( x, y, bitmapPtr, colorRemapTable );
2072 			else
2073 				vga_back.put_bitmap_trans_decompress( x, y, bitmapPtr );
2074 		}
2075 		else
2076 		{
2077 			if( colorRemapTable )
2078 				vga_back.put_bitmap_trans_remap( x, y, bitmapPtr, colorRemapTable );
2079 			else
2080 				vga_back.put_bitmap_trans( x, y, bitmapPtr );
2081 		}
2082 	}
2083 }
2084 //--------- End of function ZoomMatrix::put_bitmap_remap_clip ---------//
2085