Exemple #1
0
void fill_in_stick(cv::Mat & Disp_map,cv::Mat & Occ_map){
	int width = Disp_map.cols;
	int height = Disp_map.rows;

	
	cv::Mat fill_left(height,width,CV_8UC1,cv::Scalar::all(0));
	cv::Mat fill_right(height,width,CV_8UC1,cv::Scalar::all(0));

	Disp_map.copyTo(fill_left);
	Disp_map.copyTo(fill_right);


	cv::Mat cur_fill(height,1,CV_8UC1,cv::Scalar::all(Disp_K));
	for(int i=0;i<width;i++){
		for(int j=0;j<height;j++){
			if(Occ_map.data[j*width+i]==255)
				fill_left.data[j*width+i] = cur_fill.data[j];
			else
				cur_fill.data[j] = fill_left.data[j*width+i];
		}
	}

	cur_fill.setTo(cv::Scalar::all(Disp_K));
	for(int i=width-1;i>-1;i--){
		for(int j=0;j<height;j++){
			if(Occ_map.data[j*width+i]==255)
				fill_right.data[j*width+i] = cur_fill.data[j];
			else
				cur_fill.data[j] = fill_right.data[j*width+i];
		}
	}

	cv::Mat disp_view(height,width,CV_8UC1,cv::Scalar::all(0));

	for(int i=0;i<width;i++){
		for(int j=0;j<height;j++){
			Disp_map.data[j*width+i] = min(fill_left.data[j*width+i],fill_right.data[j*width+i]);
			disp_view.data[j*width+i] = scale_K * Disp_map.data[j*width+i];
		}
	}


	cv::namedWindow("disp",0);
	cv::imshow("disp",disp_view);
	cv::waitKey();


}
Exemple #2
0
//-------- Begin of function Sys::set_view_mode --------//
//
// <int> viewMode 			 - id. of the view mode.
// [int] viewingNationRecno - which nation the player is viewing at with the reports.
//										(default: the player nation)
// [int] viewingSpyRecno 	 - >0 if the spy is viewing secret reports of other nations
//
void Sys::set_view_mode(int viewMode, int viewingNationRecno, int viewingSpyRecno)
{
	if( view_mode == viewMode )
		return;

	info.display_hot_key = 0;
	//---- if the player's kingdom has been destroyed ----//

	err_when( viewingNationRecno && nation_array.is_deleted(viewingNationRecno) );

	if( nation_array.is_deleted(info.default_viewing_nation_recno) )
	{
		if( viewMode != MODE_NORMAL && viewMode != MODE_RANK )		// other reports are not available except the normal and rank report
			return;
	}

	//---- a spy is exposed when he has finished viewing the secrets ----//

	if( info.viewing_spy_recno )
	{
		if( !spy_array.is_deleted(info.viewing_spy_recno) )
		{
			Spy* spyPtr = spy_array[info.viewing_spy_recno];

			int needViewSecretSkill = spy_array.needed_view_secret_skill(info.viewing_spy_recno);
			int escapeChance = spyPtr->spy_skill - needViewSecretSkill;
			int killFlag = 0;

			if( escapeChance > 0 )
			{
				if( m2.random( escapeChance/15 )==0  )		// use m2 instead of m to maintain mulitplayer sync
					killFlag = 1;
			}

			if( killFlag )
				spyPtr->set_exposed(COMMAND_PLAYER);
		}

		info.viewing_spy_recno = 0;
	}

	//----------------------------------------------------//

	if( viewMode == MODE_NORMAL )
	{
		info.viewing_nation_recno = info.default_viewing_nation_recno;
	}
	else
	{
		if( viewingNationRecno )
			info.viewing_nation_recno = viewingNationRecno;
		else
			info.viewing_nation_recno = info.default_viewing_nation_recno;

		info.viewing_spy_recno = viewingSpyRecno;
	}

	view_mode = viewMode;
	disp_view_mode();

	disp_view();
}
Exemple #3
0
void Sys::disp_frame()
{
	if( sys.signal_exit_flag )
		return;

	if( option_menu.is_active() )
	{
		// ##### begin Gilbert 3/11 ######//
		option_menu.disp(need_redraw_flag);
		// ##### end Gilbert 3/11 ######//
		blt_virtual_buf();
	}
	else
	{
		// -------- re-draw the whole screen if needed, such as after task switching ---------//

		if( need_redraw_flag )
		{
			info.disp_panel();
			world.paint();
			disp_button();
			world.refresh();
			disp_view();

			if( in_game_menu.is_active() )
			{
				vga.use_back();
				in_game_menu.disp();
				vga.use_front();
			}

			vga_util.blt_buf(0,0, VGA_WIDTH-1, VGA_HEIGHT-1, 0);
			// ###### begin Gilbert 4/11 ######//
			disp_view_mode();
			// ###### end Gilbert 4/11 ######//

			info.disp();
		}
		else
		{
			update_view();
			info.update();
		}

		//--------- display the map and info area --------//

		disp_map();

		blt_virtual_buf();

		//---------- display help ----------//

		if( !remote.is_enable() )		// help is only available in a single player game as it has to pause the game
			help.disp();
	}
	// ####### end Glbert 24/10 #######//

	anim_line.inc_phase();		// originally in Sys::process()

	need_redraw_flag = 0;
}