Beispiel #1
0
void EMissileCRockets::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;

	if(killme) return;

	zmap.RenderZSurface(&bullet_img, x, y, false, true);
	//if(zmap.GetBlitInfo(bullet_img, x, y, from_rect, to_rect))
	//	SDL_BlitSurface( bullet_img, &from_rect, dest, &to_rect);

	zmap.RenderZSurface(&bullet_img, x + other_x_shift, y + other_y_shift, false, true);
	//if(zmap.GetBlitInfo(bullet_img, x + other_x_shift, y + other_y_shift, from_rect, to_rect))
	//	SDL_BlitSurface( bullet_img, &from_rect, dest, &to_rect);
}
Beispiel #2
0
void ELightInitFire::DoRender(ZMap &zmap/*, SDL_Surface *dest*/)
{
	//SDL_Rect from_rect, to_rect;

	if(killme) return;

	zmap.RenderZSurface(&render_img[render_i], x, y);
	//if(zmap.GetBlitInfo( render_img[render_i], x, y, from_rect, to_rect))
	//	SDL_BlitSurface( render_img[render_i], &from_rect, dest, &to_rect);
}
Beispiel #3
0
void EToughSmoke::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;

	if(killme) return;

	zmap.RenderZSurface(&render_img[render_i], x, y, false, true);
	//if(zmap.GetBlitInfo( render_img[render_i], x, y, from_rect, to_rect))
	//	SDL_BlitSurface( render_img[render_i], &from_rect, dest, &to_rect);
}
Beispiel #4
0
void ETankSpark::DoPreRender(ZMap &zmap, SDL_Surface *dest)
{
	ZSDL_Surface *render_img;

	if(killme) return;

	render_img = &tank_spark[ni];

	if(!render_img) return;

	zmap.RenderZSurface(render_img, cx, cy, false, true);
}
Beispiel #5
0
void EDeath::DoRender(ZMap &zmap/*, SDL_Surface *dest*/)
{
	//SDL_Rect from_rect, to_rect;

	if(killme) return;

	zmap.RenderZSurface(wasted_img, x, y);
	//if(zmap.GetBlitInfo( wasted_img, x, y, from_rect, to_rect))
	//	SDL_BlitSurface( wasted_img, &from_rect, dest, &to_rect);

	for(vector<EStandard*>::iterator i=extra_effects.begin(); i!=extra_effects.end(); i++)
		(*i)->DoRender(zmap/*, dest*/);
}
Beispiel #6
0
void GWProduction::DoRender(ZMap &the_map, SDL_Surface *dest)
{
	int lx, ly;
	SDL_Rect from_rect, to_rect;

	if(killme) return;

	if(!building_obj)
	{
		killme = true;
		return;
	}

	if(!is_expanded)
		the_map.RenderZSurface(&base_img, x, y);
	else
		the_map.RenderZSurface(&base_expanded_img, x, y);

	lx = x + 9;
	ly = y + 6;

	the_map.RenderZSurface(&name_label[type], lx, ly);
	//if(the_map.GetBlitInfo(name_label[type], x + lx, y + ly, from_rect, to_rect))
	//	SDL_BlitSurface( name_label[type], &from_rect, dest, &to_rect);

	lx = x + 64;
	ly = y + 19;

	the_map.RenderZSurface(&state_label[state][state_i], lx, ly);
	//if(the_map.GetBlitInfo( state_label[state][state_i], x + lx, y + ly, from_rect, to_rect))
	//	SDL_BlitSurface( state_label[state][state_i], &from_rect, dest, &to_rect);

	//buttons
	ok_button.DoRender(the_map, dest, x, y);
	cancel_button.DoRender(the_map, dest, x, y);
	place_button.DoRender(the_map, dest, x, y);
	small_plus_button.DoRender(the_map, dest, x, y);
	small_minus_button.DoRender(the_map, dest, x, y);
	queue_button.DoRender(the_map, dest, x, y);

	//queue_list buttons
	RenderQueueButtonList(the_map, dest);

	lx = x + 90;
	ly = y + 35;

	the_map.RenderZSurface(&show_time_img, lx, ly);
	//if(show_time_img)
	//	if(the_map.GetBlitInfo( show_time_img, x + 90, y + 35, from_rect, to_rect))
	//		SDL_BlitSurface( show_time_img, &from_rect, dest, &to_rect);

	if(health_percent_img.GetBaseSurface())
	{
		lx = x + 86 - (health_percent_img.GetBaseSurface()->w >> 1);
		ly = y + 6;

		the_map.RenderZSurface(&health_percent_img, lx, ly);
	}
Beispiel #7
0
void EToughRocket::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;

	if(killme) return;

	zmap.RenderZSurface(&bullet_img[0], x, y, false, true);
	//if(zmap.GetBlitInfo(bullet_img[0], x, y, from_rect, to_rect))
	//	SDL_BlitSurface( bullet_img[bullet_i], &from_rect, dest, &to_rect);

	//always new
	bullet_i++;
	if(bullet_i) bullet_i = 0;
}
Beispiel #8
0
void EDeathSparks::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;
	//SDL_Surface *render_img;

	if(killme) return;

	//render_img = base_img[render_i].GetImage(size);
	base_img[render_i].SetSize(size);

	zmap.RenderZSurface(&base_img[render_i], x, y, false, true);
	//if(zmap.GetBlitInfo( render_img, x, y, from_rect, to_rect))
	//	SDL_BlitSurface( render_img, &from_rect, dest, &to_rect);
}
Beispiel #9
0
void ORockets::DoRender(ZMap &the_map, SDL_Surface *dest, int shift_x, int shift_y)
{
	int &x = loc.x;
	int &y = loc.y;
	SDL_Rect from_rect, to_rect;

	the_map.RenderZSurface(&render_img, x, y);
	//if(the_map.GetBlitInfo( render_img, x, y, from_rect, to_rect))
	//{
	//	to_rect.x += shift_x;
	//	to_rect.y += shift_y;

	//	SDL_BlitSurface( render_img, &from_rect, dest, &to_rect);
	//}
}
Beispiel #10
0
void ETankSmoke::DoPreRender(ZMap &zmap, SDL_Surface *dest)
{
	ZSDL_Surface *render_img;

	if(killme) return;

	if(do_spark && ni<4)
		render_img = &tank_spark[direction][ni];
	else
		render_img = &tank_smoke[direction][ni];

	if(!render_img) return;
	if(!render_img->GetBaseSurface()) return;

	zmap.RenderZSurface(render_img, x, y);
}
Beispiel #11
0
void ERockParticle::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;
	//SDL_Surface *surface;

	if(killme) return;

	//surface = render_img[render_i].GetImage(size);
	render_img[render_i].SetSize(size);

	//if(!surface) return;

	zmap.RenderZSurface(&render_img[render_i], x, y, false, true);
	//if(zmap.GetBlitInfo( surface, x - (surface->w >> 1), y - (surface->h >> 1), from_rect, to_rect))
	//	SDL_BlitSurface( surface, &from_rect, dest, &to_rect);
}
Beispiel #12
0
void EMapObjectTurrent::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;
	//SDL_Surface *render_img;

	if(killme) return;

	//render_img = object_img[object].GetImage(angle, size);
	object_img[object].SetAngle(angle);
	object_img[object].SetSize(size);

	//if(!render_img) return;

	zmap.RenderZSurface(&object_img[object], x, y, false, true);
	//if(zmap.GetBlitInfo(render_img, x - (render_img->w >> 1), y - (render_img->h >> 1), from_rect, to_rect))
	//	SDL_BlitSurface( render_img, &from_rect, dest, &to_rect);
}
Beispiel #13
0
void ERockTurrent::DoRender(ZMap &zmap, SDL_Surface *dest)
{
	SDL_Rect from_rect, to_rect;
	//SDL_Surface *surface;

	if(killme) return;

	//surface = debri_large_img[large_i][palette][render_i].GetImage(angle, size);
	debri_large_img[large_i][palette][render_i].SetAngle(angle);
	debri_large_img[large_i][palette][render_i].SetSize(size);

	//if(!surface) return;

	zmap.RenderZSurface(&debri_large_img[large_i][palette][render_i], x, y, false, true);
	//if(zmap.GetBlitInfo( surface, x - (surface->w >> 1), y - (surface->h >> 1), from_rect, to_rect))
	//	SDL_BlitSurface( surface, &from_rect, dest, &to_rect);
}
Beispiel #14
0
void ZVote::DoRender(ZMap &the_map)
{
	if(in_progress && vote_in_progress_img.GetBaseSurface())
	{
		int shift_x, shift_y, view_w, view_h;

		int x, y;

		the_map.GetViewShiftFull(shift_x, shift_y, view_w, view_h);

		x = view_w - vote_in_progress_img.GetBaseSurface()->w;
		//y = view_h - vote_in_progress_img.GetBaseSurface()->h;

		x -= 4;
		y = 4;

		x += shift_x;
		y += shift_y;

		vote_in_progress_img.SetAlpha(200);
		description_img.SetAlpha(200);
		have_img.SetAlpha(200);
		needed_img.SetAlpha(200);
		for_img.SetAlpha(200);
		against_img.SetAlpha(200);

		the_map.RenderZSurface(&vote_in_progress_img, x, y);

		//the_map.RenderZSurface(&description_img, x+7, y+37, false, true);
		the_map.RenderZSurface(&description_img, x+57, y+36+5, false, true);

		the_map.RenderZSurface(&have_img, x+57, y+46+7, false, true);
		the_map.RenderZSurface(&needed_img, x+57, y+57+7, false, true);
		the_map.RenderZSurface(&for_img, x+22, y+57+7, false, true);
		the_map.RenderZSurface(&against_img, x+91, y+57+7, false, true);
	}
}
Beispiel #15
0
void GWFactoryList::DoRender(ZMap &the_map, SDL_Surface *dest)
{
	int shift_x, shift_y, view_w, view_h;
	int tx, ty;

	if(!show) return;
	if(!finished_init) return;
	if(!ols) return;
	if(our_team == NULL_TEAM) return;

	the_map.GetViewShiftFull(shift_x, shift_y, view_w, view_h);

	x = shift_x;
	y = shift_y + view_h;

	DetermineHeight(view_h);

	y -= height;

	//top
	the_map.RenderZSurface(&main_top_img, x, y);

	//entries
	DoRenderEntries(the_map, dest);

	//right
	{
		tx = x + (main_top_img.GetBaseSurface()->w - main_right_img.GetBaseSurface()->w);
		ty = y + main_top_img.GetBaseSurface()->h;

		while(ty < shift_y + view_h)
		{
			the_map.RenderZSurface(&main_right_img, tx, ty);
			ty += main_right_img.GetBaseSurface()->h;
		}
	}

	if(entry_list.size())
	{
		int scroll_top;
		int scroll_bottom;
		int scroll_missing_entries;

		//buttons
		up_button.SetOffsets(123, main_top_img.GetBaseSurface()->h + 2);
		up_button.DoRender(the_map, dest, x, y);

		down_button.SetOffsets(123, height - 11);
		down_button.DoRender(the_map, dest, x, y);

		//scrollbar
		scroll_top = main_top_img.GetBaseSurface()->h + 14;
		scroll_bottom = height - 14;
		scroll_bar.SetOffsets(123, scroll_top);
		scroll_bar.SetHeight(scroll_bottom - scroll_top);

		scroll_missing_entries = entry_list.size() - show_able_entries;
		if(scroll_missing_entries > 0)
			scroll_bar.SetPercentDown(1.0 * show_start_entry / scroll_missing_entries);
		else
			scroll_bar.SetPercentDown(0);
		scroll_bar.SetPercentViewable(1.0 * show_able_entries / entry_list.size());

		scroll_bar.DoRender(the_map, dest, x, y);
	}
}
Beispiel #16
0
void GWFactoryList::DoRenderEntries(ZMap &the_map, SDL_Surface *dest)
{
	int ty;

	ty = y + main_top_img.GetBaseSurface()->h;

	for(int ei=show_start_entry; ei<entry_list.size() && (ei-show_start_entry)<show_able_entries; ei++)
	{
		gwfl_render_entry *e = &entry_list[ei];
		int bx, by;

		//since it rendered put in its render locations
		e->x = 0;
		e->y = ty - y;
		e->h = main_entry_img.GetBaseSurface()->h;
		e->w = 120;

		//render its main peice
		the_map.RenderZSurface(&main_entry_img, x, ty);

		//begin rendering the labels
		bx = x + 12;
		by = ty + 7;

		for(int i=0;i<3;i++)
		{
			if(!e->colored[i])
				the_map.RenderZSurface(&entry_bar_grey_img, bx, by);
			else
			{
				if(e->percent[i] > 0.99)
					the_map.RenderZSurface(&entry_bar_green_img, bx, by);
				else
				{
					int gw;
					int wx;
					SDL_Rect from_rect, to_rect;

					gw = entry_bar_green_img.GetBaseSurface()->w * e->percent[i];

					if(gw <= 0) gw = 0;

					if(the_map.GetBlitInfo(entry_bar_green_img.GetBaseSurface(), bx, by, from_rect, to_rect))
					{
						if(from_rect.w > gw) from_rect.w = gw;

						entry_bar_green_img.BlitSurface(&from_rect, &to_rect);
					}

					//the white line
					wx = bx + gw - 1;
					if(wx < bx) wx = bx;
					the_map.RenderZSurface(&entry_bar_white_i_img, wx, by);
				}
			}

			//left text
			if(e->message_left[i].size())
			{
				ZSDL_Surface message_img;

				message_img.LoadBaseImage(ZFontEngine::GetFont(SMALL_WHITE_FONT).Render(e->message_left[i].c_str()));

				the_map.RenderZSurface(&message_img, bx + 2, by + 3);
			}

			//right text
			if(e->message_right[i].size())
			{
				ZSDL_Surface message_img;

				message_img.LoadBaseImage(ZFontEngine::GetFont(SMALL_WHITE_FONT).Render(e->message_right[i].c_str()));

				if(message_img.GetBaseSurface())
					the_map.RenderZSurface(&message_img, bx + 101 - message_img.GetBaseSurface()->w, by + 3);
			}

			by += 17;
		}

		ty += main_entry_img.GetBaseSurface()->h;
	}
}
Beispiel #17
0
void ZVehicle::RenderLid(ZMap &the_map, /*SDL_Surface *dest,*/ int &lx, int &ly, int &shift_x, int &shift_y)
{
	const int robot_shift_x[8] = {3, -1, -3, -7, -10, -7, -4, 0};
	const int robot_shift_y[8] = {0, -4, -6, -4,   0,  1,  1, 1};
	int rx, ry;
	ZSDL_Surface *lid_surface;
	ZSDL_Surface *robot_surface;
	//SDL_Rect from_rect, to_rect;

	lid_surface = &lid[t_direction][lid_i];

	if(show_robot)
	{
		robot_surface = &tank_robot[owner][t_direction][robot_i];

		rx = lx + robot_shift_x[t_direction];
		ry = ly + robot_shift_y[t_direction];

		//render order is different depending on the direction
		if(t_direction > 3 || !t_direction)
		{
			the_map.RenderZSurface(lid_surface, lx, ly, do_hit_effect);
			//if(the_map.GetBlitInfo(lid_surface, lx, ly, from_rect, to_rect))
			//{
			//	to_rect.x += shift_x;
			//	to_rect.y += shift_y;

			//	ZSDL_BlitHitSurface(lid_surface, &from_rect, dest, &to_rect, do_hit_effect);
			//}

			the_map.RenderZSurface(robot_surface, rx, ry, do_driver_hit_effect);
			//if(the_map.GetBlitInfo(robot_surface, rx, ry, from_rect, to_rect))
			//{
			//	to_rect.x += shift_x;
			//	to_rect.y += shift_y;

			//	ZSDL_BlitHitSurface(robot_surface, &from_rect, dest, &to_rect, do_driver_hit_effect);
			//}
		}
		else
		{
			the_map.RenderZSurface(robot_surface, rx, ry, do_driver_hit_effect);
			//if(the_map.GetBlitInfo(robot_surface, rx, ry, from_rect, to_rect))
			//{
			//	to_rect.x += shift_x;
			//	to_rect.y += shift_y;

			//	ZSDL_BlitHitSurface(robot_surface, &from_rect, dest, &to_rect, do_driver_hit_effect);
			//}

			the_map.RenderZSurface(lid_surface, lx, ly, do_hit_effect);
			//if(the_map.GetBlitInfo(lid_surface, lx, ly, from_rect, to_rect))
			//{
			//	to_rect.x += shift_x;
			//	to_rect.y += shift_y;

			//	ZSDL_BlitHitSurface(lid_surface, &from_rect, dest, &to_rect, do_hit_effect);
			//}
		}
	}
	else
	{
		//just the lid
		the_map.RenderZSurface(lid_surface, lx, ly, do_hit_effect);
		//if(the_map.GetBlitInfo(lid_surface, lx, ly, from_rect, to_rect))
		//{
		//	to_rect.x += shift_x;
		//	to_rect.y += shift_y;

		//	ZSDL_BlitHitSurface(lid_surface, &from_rect, dest, &to_rect, do_hit_effect);
		//}
	}

	do_driver_hit_effect = false;
}
Beispiel #18
0
void VMedium::DoRender(ZMap &the_map, /*SDL_Surface *dest,*/ int shift_x, int shift_y)
{
	int &x = loc.x;
	int &y = loc.y;
	//const int unit_x[8] = {0, 0, 0, 0, 0, 0, 0, 0};
	const int unit_y[8] = {6, 0, 5, 0, 6, 0, 5, 0};
	const int turrent_x[8] = {0, 0, -1, -2, 0, 0, -1, -2};
	const int turrent_y[8] = {0, 6, 0, 6, 0, 6, 0, 6};
	const int turrent_shift_x[8] = { 4,  5,  7,  5,  2,  6,  7,  5};
	const int turrent_shift_y[8] = {-5, -3, -4, -5, -5, -5, -5, -5};
	const int lid_shift_x = 12;
	const int lid_shift_y = -5;
	ZSDL_Surface *base_surface;
	//SDL_Rect from_rect, to_rect;
	int lx, ly;

	if(IsDestroyed())
	{
		the_map.RenderZSurface(&base_damaged[owner][direction][move_i], x, y);
		//if(the_map.GetBlitInfo(base_damaged[owner][direction][move_i], x, y, from_rect, to_rect))
		//{
		//	to_rect.x += shift_x;
		//	to_rect.y += shift_y;

		//	SDL_BlitSurface( base_damaged[owner][direction][move_i], &from_rect, dest, &to_rect);
		//}

		return;
	}
	
	if(!ShowDamaged())
		base_surface = &base[owner][direction][move_i];
	else
		base_surface = &base_damaged[owner][direction][move_i];
	
	lx = x;// + unit_x[direction];
	ly = y + unit_y[direction];

	the_map.RenderZSurface(base_surface, lx, ly, do_hit_effect);
	//if(the_map.GetBlitInfo(base_surface, lx, ly, from_rect, to_rect))
	//{
	//	to_rect.x += shift_x;
	//	to_rect.y += shift_y;

	//	ZSDL_BlitHitSurface( base_surface, &from_rect, dest, &to_rect, do_hit_effect);
	//}

	if(owner != NULL_TEAM)
	{
		lx = x + turrent_x[direction] + turrent_shift_x[t_direction];// + unit_x[direction];
		ly = y + turrent_y[direction] + turrent_shift_y[t_direction] + unit_y[direction];

		the_map.RenderZSurface(&top[t_direction], lx, ly, do_hit_effect);
		//if(the_map.GetBlitInfo(top[t_direction], lx, ly, from_rect, to_rect))
		//{
		//	to_rect.x += shift_x;
		//	to_rect.y += shift_y;
	
		//	ZSDL_BlitHitSurface(top[t_direction], &from_rect, dest, &to_rect, do_hit_effect);
		//}
		
		lx = x + turrent_x[direction] + lid_shift_x;// + unit_x[direction];
		ly = y + turrent_y[direction] + lid_shift_y + unit_y[direction];
		
		RenderLid(the_map, /*dest,*/ lx, ly, shift_x, shift_y);
	}

	do_hit_effect = false;
}
Beispiel #19
0
void ETurrentMissile::DoRender(ZMap &zmap/*, SDL_Surface *dest*/)
{
	//SDL_Rect from_rect, to_rect;

	if(killme) return;

	switch(object)
	{
	case ETURRENTMISSILE_LIGHT:
		render_img = &light_turrent[render_i];
		break;
	case ETURRENTMISSILE_MEDIUM:
		render_img = &medium_turrent[render_i];
		break;
	case ETURRENTMISSILE_HEAVY:
		render_img = &heavy_turrent[team][render_i];
		break;
	case ETURRENTMISSILE_GATLING:
		render_img = &gatling_wasted;
		break;
	case ETURRENTMISSILE_GUN:
		render_img = &gun_wasted;
		break;
	case ETURRENTMISSILE_HOWITZER:
		render_img = &howitzer_wasted;
		break;
	case ETURRENTMISSILE_MISSILE_CANNON:
		render_img = &missile_wasted;
		break;
	case ETURRENTMISSILE_BUILDING_PEICE0:
		render_img = &building_piece[0][render_i];
		break;
	case ETURRENTMISSILE_BUILDING_PEICE1:
		render_img = &building_piece[1][render_i];
		break;
	case ETURRENTMISSILE_FORT_BUILDING_PEICE0:
		render_img = &fort_building_piece[0][render_i];
		break;
	case ETURRENTMISSILE_FORT_BUILDING_PEICE1:
		render_img = &fort_building_piece[1][render_i];
		break;
	case ETURRENTMISSILE_FORT_BUILDING_PEICE2:
		render_img = &fort_building_piece[2][render_i];
		break;
	case ETURRENTMISSILE_FORT_BUILDING_PEICE3:
		render_img = &fort_building_piece[3][render_i];
		break;
	case ETURRENTMISSILE_FORT_BUILDING_PEICE4:
		render_img = &fort_building_piece[4][render_i];
		break;
	case ETURRENTMISSILE_GRENADE:
		render_img = &grenade_img[render_i];
		break;
	default:
		return;
		break;
	}

	if(!render_img) return;

	render_img->SetAngle(angle);
	render_img->SetSize(size);

	zmap.RenderZSurface(render_img, x, y, false, true);
	//if(zmap.GetBlitInfo(render_img, x - (render_img->w >> 1), y - (render_img->h >> 1), from_rect, to_rect))
	//	SDL_BlitSurface( render_img, &from_rect, dest, &to_rect);
}
Beispiel #20
0
void VHeavy::DoRender(ZMap &the_map, SDL_Surface *dest, int shift_x, int shift_y)
{
	int &x = loc.x;
	int &y = loc.y;
	const int turrent_x[MAX_ANGLE_TYPES] = {4,  2, -1, -3, 4,  2, -1, -3};
	const int turrent_y[MAX_ANGLE_TYPES] = {0, -3, -5, -4, 0, -3, -5, -4};
	const int turrent_shift_x[MAX_ANGLE_TYPES] = {4, 0, 0, 0, -4, 0, 0, 0};
	const int turrent_shift_y[MAX_ANGLE_TYPES] = {0, -2, -2, -2, 0, 0, 0, 0};
	const int lid_shift_x[MAX_ANGLE_TYPES] = {8, 13, 16, 17, 16, 11, 7,  7};
	const int lid_shift_y[MAX_ANGLE_TYPES] = {9,  9,  7,  4,  3,  2, 4,  7};
	ZSDL_Surface *base_surface;
	SDL_Rect from_rect, to_rect;
	int lx, ly;

	if(IsDestroyed())
	{
		the_map.RenderZSurface(&base_damaged[owner][direction][move_i], x, y);
		//if(the_map.GetBlitInfo(base_damaged[owner][direction][move_i], x, y, from_rect, to_rect))
		//{
		//	to_rect.x += shift_x;
		//	to_rect.y += shift_y;

		//	SDL_BlitSurface( base_damaged[owner][direction][move_i], &from_rect, dest, &to_rect);
		//}

		return;
	}
	
	if(!ShowDamaged())
		base_surface = &base[owner][direction][move_i];
	else
		base_surface = &base_damaged[owner][direction][move_i];
	
	the_map.RenderZSurface(base_surface, x, y, do_hit_effect);
	//if(the_map.GetBlitInfo(base_surface, x, y, from_rect, to_rect))
	//{
	//	to_rect.x += shift_x;
	//	to_rect.y += shift_y;

	//	ZSDL_BlitHitSurface( base_surface, &from_rect, dest, &to_rect, do_hit_effect);
	//}

	if(owner != NULL_TEAM && !destroyed)
	{
		lx = x + turrent_x[direction] + turrent_shift_x[t_direction];
		ly = y + turrent_y[direction] + turrent_shift_y[t_direction];
		
		the_map.RenderZSurface(&top[owner][t_direction], lx, ly, do_hit_effect);
		//if(the_map.GetBlitInfo(top[owner][t_direction], lx, ly, from_rect, to_rect))
		//{
		//	to_rect.x += shift_x;
		//	to_rect.y += shift_y;
	
		//	ZSDL_BlitHitSurface(top[owner][t_direction], &from_rect, dest, &to_rect, do_hit_effect);
		//}
		
		lx = x + turrent_x[direction] + lid_shift_x[t_direction];
		ly = y + turrent_y[direction] + lid_shift_y[t_direction];
		
		RenderLid(the_map, dest, lx, ly, shift_x, shift_y);
	}

	do_hit_effect = false;
}