/*
 * mapHandler.cpp, part of VCMI engine
 *
 * Authors: listed in file AUTHORS in main folder
 *
 * License: GNU General Public License v2.0 or later
 * Full text of license available in license.txt file, in main folder
 *
 */

#include "StdInc.h"
#include "mapHandler.h"

#include "CBitmapHandler.h"
#include "gui/CAnimation.h"
#include "gui/SDL_Extensions.h"
#include "CGameInfo.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
#include "../lib/CGameState.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
#include "Graphics.h"
#include "../lib/mapping/CMap.h"
#include "CDefHandler.h"
#include "../lib/CConfigHandler.h"
#include "../lib/CGeneralTextHandler.h"
#include "../lib/GameConstants.h"
#include "../lib/CStopWatch.h"
#include "CMT.h"
#include "../lib/CRandomGenerator.h"

#define ADVOPT (conf.go()->ac)

std::string nameFromType (int typ)
{
	switch(ETerrainType(typ))
	{
		case ETerrainType::DIRT:
			return std::string("DIRTTL.DEF");

		case ETerrainType::SAND:
			return std::string("SANDTL.DEF");

		case ETerrainType::GRASS:
			return std::string("GRASTL.DEF");

		case ETerrainType::SNOW:
			return std::string("SNOWTL.DEF");

		case ETerrainType::SWAMP:
			return std::string("SWMPTL.DEF");

		case ETerrainType::ROUGH:
			return std::string("ROUGTL.DEF");

		case ETerrainType::SUBTERRANEAN:
			return std::string("SUBBTL.DEF");

		case ETerrainType::LAVA:
			return std::string("LAVATL.DEF");

		case ETerrainType::WATER:
			return std::string("WATRTL.DEF");

		case ETerrainType::ROCK:
			return std::string("ROCKTL.DEF");

		case ETerrainType::BORDER:
		//TODO use me
		break;
		default:
		//TODO do something here
		break;
	}
	return std::string();
}

static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
{
	return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
}

struct NeighborTilesInfo
{
	bool d7, //789
		 d8, //456
		 d9, //123
		 d4,
		 d5,
		 d6,
		 d1,
		 d2,
		 d3;
	NeighborTilesInfo(const int3 & pos, const int3 & sizes, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap)
	{
		auto getTile = [&](int dx, int dy)->bool
		{
			if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
			  || dy + pos.y < 0 || dy + pos.y >= sizes.y)
				return false;
			return visibilityMap[dx+pos.x][dy+pos.y][pos.z];
		};
		d7 = getTile(-1, -1); //789
		d8 = getTile( 0, -1); //456
		d9 = getTile(+1, -1); //123
		d4 = getTile(-1, 0);
		d5 = visibilityMap[pos.x][pos.y][pos.z];
		d6 = getTile(+1, 0);
		d1 = getTile(-1, +1);
		d2 = getTile( 0, +1);
		d3 = getTile(+1, +1);
	}

	bool areAllHidden() const
	{
		return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d8 );
	}

	int getBitmapID() const
	{
		//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
		// 0-1, 2-3, 4-5, 11-13, 12-14
		static const int visBitmaps[256] = {
			-1,  34,   4,   4,  22,  23,   4,   4,  36,  36,  38,  38,  47,  47,  38,  38, //16
			 3,  25,  12,  12,   3,  25,  12,  12,   9,   9,   6,   6,   9,   9,   6,   6, //32
			35,  39,  48,  48,  41,  43,  48,  48,  36,  36,  38,  38,  47,  47,  38,  38, //48
			26,  49,  28,  28,  26,  49,  28,  28,   9,   9,   6,   6,   9,   9,   6,   6, //64
			 0,  45,  29,  29,  24,  33,  29,  29,  37,  37,   7,   7,  50,  50,   7,   7, //80
			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10, //96
			 0,  45,  29,  29,  24,  33,  29,  29,  37,  37,   7,   7,  50,  50,   7,   7, //112
			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10, //128
			15,  17,  30,  30,  16,  19,  30,  30,  46,  46,  40,  40,  32,  32,  40,  40, //144
			 2,  25,  12,  12,   2,  25,  12,  12,   9,   9,   6,   6,   9,   9,   6,   6, //160
			18,  42,  31,  31,  20,  21,  31,  31,  46,  46,  40,  40,  32,  32,  40,  40, //176
			26,  49,  28,  28,  26,  49,  28,  28,   9,   9,   6,   6,   9,   9,   6,   6, //192
			 0,  45,  29,  29,  24,  33,  29,  29,  37,  37,   7,   7,  50,  50,   7,   7, //208
			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10, //224
			 0,  45,  29,  29,  24,  33,  29,  29,  37,  37,   7,   7,  50,  50,   7,   7, //240
			13,  27,  44,  44,  13,  27,  44,  44,   8,   8,  10,  10,   8,   8,  10,  10  //256
		};

		return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
	}
};

void CMapHandler::prepareFOWDefs()
{
	graphics->FoWfullHide = CDefHandler::giveDef("TSHRC.DEF");
	graphics->FoWpartialHide = CDefHandler::giveDef("TSHRE.DEF");

	//adding necessary rotations
	static const int missRot [] = {22, 15, 2, 13, 12, 16, 28, 17, 20, 19, 7, 24, 26, 25, 30, 32, 27};

	Cimage nw;
	for(auto & elem : missRot)
	{
		nw = graphics->FoWpartialHide->ourImages[elem];
		nw.bitmap = CSDL_Ext::verticalFlip(nw.bitmap);
		graphics->FoWpartialHide->ourImages.push_back(nw);
	}
	//necessaary rotations added

	//alpha - transformation
	for(auto & elem : graphics->FoWpartialHide->ourImages)
	{
		CSDL_Ext::alphaTransform(elem.bitmap);
	}

	//initialization of type of full-hide image
	hideBitmap.resize(sizes.x);
	for (auto & elem : hideBitmap)
	{
		elem.resize(sizes.y);
	}
	for (auto & elem : hideBitmap)
	{
		for (int j = 0; j < sizes.y; ++j)
		{
			elem[j].resize(sizes.z);
			for(int k = 0; k < sizes.z; ++k)
			{
				elem[j][k] = CRandomGenerator::getDefault().nextInt(graphics->FoWfullHide->ourImages.size() - 1);
			}
		}
	}
}

EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim /* = false */)
{
	assert(info);
	bool hasActiveFade = updateObjectsFade();
	resolveBlitter(info)->blit(targetSurface, info);
	return hasActiveFade ? EMapAnimRedrawStatus::REDRAW_REQUESTED : EMapAnimRedrawStatus::OK;
}

void CMapHandler::roadsRiverTerrainInit()
{
	//initializing road's and river's DefHandlers

	roadDefs.push_back(CDefHandler::giveDefEss("dirtrd.def"));
	roadDefs.push_back(CDefHandler::giveDefEss("gravrd.def"));
	roadDefs.push_back(CDefHandler::giveDefEss("cobbrd.def"));
	staticRiverDefs.push_back(CDefHandler::giveDefEss("clrrvr.def"));
	staticRiverDefs.push_back(CDefHandler::giveDefEss("icyrvr.def"));
	staticRiverDefs.push_back(CDefHandler::giveDefEss("mudrvr.def"));
	staticRiverDefs.push_back(CDefHandler::giveDefEss("lavrvr.def"));
	for(auto & elem : staticRiverDefs)
	{
		for(size_t h=0; h < elem->ourImages.size(); ++h)
		{
			CSDL_Ext::alphaTransform(elem->ourImages[h].bitmap);
		}
	}
	for(auto & elem : roadDefs)
	{
		for(size_t h=0; h < elem->ourImages.size(); ++h)
		{
			CSDL_Ext::alphaTransform(elem->ourImages[h].bitmap);
		}
	}

	// Create enough room for the whole map and its frame

	ttiles.resize(sizes.x, frameW, frameW);
	for (int i=0-frameW;i<ttiles.size()-frameW;i++)
	{
		ttiles[i].resize(sizes.y, frameH, frameH);
	}
	for (int i=0-frameW;i<ttiles.size()-frameW;i++)
	{
		for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
			ttiles[i][j].resize(sizes.z, 0, 0);
	}
}

void CMapHandler::borderAndTerrainBitmapInit()
{
	CDefHandler * bord = CDefHandler::giveDef("EDG.DEF");
	bord->notFreeImgs =  true;
	terrainGraphics.resize(10);
	for (int i = 0; i < 10 ; i++)
	{
		CDefHandler *hlp = CDefHandler::giveDef(nameFromType(i));
		terrainGraphics[i].resize(hlp->ourImages.size());
		hlp->notFreeImgs = true;
		for(size_t j=0; j < hlp->ourImages.size(); ++j)
			terrainGraphics[i][j] = hlp->ourImages[j].bitmap;
		delete hlp;
	}

	for (int i=0-frameW; i<sizes.x+frameW; i++) //by width
	{
		for (int j=0-frameH; j<sizes.y+frameH;j++) //by height
		{
			for(int k=0; k<sizes.z; ++k) //by levles
			{
				if(i < 0 || i > (sizes.x-1) || j < 0  || j > (sizes.y-1))
				{
					int terBitmapNum = -1;

					auto & rand = CRandomGenerator::getDefault();

					if(i==-1 && j==-1)
						terBitmapNum = 16;
					else if(i==-1 && j==(sizes.y))
						terBitmapNum = 19;
					else if(i==(sizes.x) && j==-1)
						terBitmapNum = 17;
					else if(i==(sizes.x) && j==(sizes.y))
						terBitmapNum = 18;
					else if(j == -1 && i > -1 && i < sizes.x)
						terBitmapNum = rand.nextInt(22, 23);
					else if(i == -1 && j > -1 && j < sizes.y)
						terBitmapNum = rand.nextInt(33, 34);
					else if(j == sizes.y && i >-1 && i < sizes.x)
						terBitmapNum = rand.nextInt(29, 30);
					else if(i == sizes.x && j > -1 && j < sizes.y)
						terBitmapNum = rand.nextInt(25, 26);
					else
						terBitmapNum = rand.nextInt(15);

					if(terBitmapNum != -1)
					{
						ttiles[i][j][k].terbitmap = bord->ourImages[terBitmapNum].bitmap;
						continue;
					}
				}
			}
		}
	}
	delete bord;
}

static void processDef (const ObjectTemplate & objTempl)
{
	if(objTempl.id == Obj::EVENT)
	{
		graphics->advmapobjGraphics[objTempl.animationFile] = nullptr;
		return;
	}
	CDefEssential * ourDef = graphics->getDef(objTempl);
	if(!ourDef) //if object has already set handler (eg. heroes) it should not be overwritten
	{
		if(objTempl.animationFile.size())
		{
			graphics->advmapobjGraphics[objTempl.animationFile] = CDefHandler::giveDefEss(objTempl.animationFile);
		}
		else
		{
			logGlobal->warnStream() << "No def name for " << objTempl.id << "  " << objTempl.subid;
			return;
		}
		ourDef = graphics->getDef(objTempl);

	}
	//alpha transformation
	for(auto & elem : ourDef->ourImages)
	{
		CSDL_Ext::alphaTransform(elem.bitmap);
	}
}

void CMapHandler::initObjectRects()
{
	//initializing objects / rects
	for(auto & elem : map->objects)
	{
		const CGObjectInstance *obj = elem;
		if(	!obj
			|| (obj->ID==Obj::HERO && static_cast<const CGHeroInstance*>(obj)->inTownGarrison) //garrisoned hero
			|| (obj->ID==Obj::BOAT && static_cast<const CGBoat*>(obj)->hero)) //boat with hero (hero graphics is used)
		{
			continue;
		}
		if (!graphics->getDef(obj)) //try to load it
			processDef(obj->appearance);
		if (!graphics->getDef(obj)) // stil no graphics? exit
			continue;

		const SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
		for(int fx=0; fx < obj->getWidth(); ++fx)
		{
			for(int fy=0; fy < obj->getHeight(); ++fy)
			{
				int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
				SDL_Rect cr;
				cr.w = 32;
				cr.h = 32;
				cr.x = bitmap->w - fx * 32 - 32;
				cr.y = bitmap->h - fy * 32 - 32;
				TerrainTileObject toAdd(obj,cr);


				if( map->isInTheMap(currTile) && // within map
					cr.x + cr.w > 0 &&           // image has data on this tile
					cr.y + cr.h > 0 &&
					obj->coveringAt(currTile.x, currTile.y) // object is visible here
				  )
				{
					ttiles[currTile.x][currTile.y][currTile.z].objects.push_back(toAdd);
				}
			}
		}
	}

	for(int ix=0; ix<ttiles.size()-frameW; ++ix)
	{
		for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
		{
			for(int iz=0; iz<ttiles[0][0].size(); ++iz)
			{
				stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), objectBlitOrderSorter);
			}
		}
	}
}

void CMapHandler::init()
{
	CStopWatch th;
	th.getDiff();

	graphics->advmapobjGraphics["AB01_.DEF"] = graphics->boatAnims[0];
	graphics->advmapobjGraphics["AB02_.DEF"] = graphics->boatAnims[1];
	graphics->advmapobjGraphics["AB03_.DEF"] = graphics->boatAnims[2];
	// Size of visible terrain.
	int mapW = conf.go()->ac.advmapW;
	int mapH = conf.go()->ac.advmapH;

	//sizes of terrain
	sizes.x = map->width;
	sizes.y = map->height;
	sizes.z = map->twoLevel ? 2 : 1;

	// Total number of visible tiles. Subtract the center tile, then
	// compute the number of tiles on each side, and reassemble.
	int t1, t2;
	t1 = (mapW-32)/2;
	t2 = mapW - 32 - t1;
	tilesW = 1 + (t1+31)/32 + (t2+31)/32;

	t1 = (mapH-32)/2;
	t2 = mapH - 32 - t1;
	tilesH = 1 + (t1+31)/32 + (t2+31)/32;

	// Size of the frame around the map. In extremes positions, the
	// frame must not be on the center of the map, but right on the
	// edge of the center tile.
	frameW = (mapW+31) /32 / 2;
	frameH = (mapH+31) /32 / 2;

	offsetX = (mapW - (2*frameW+1)*32)/2;
	offsetY = (mapH - (2*frameH+1)*32)/2;

	prepareFOWDefs();
	roadsRiverTerrainInit();	//road's and river's DefHandlers; and simple values initialization
	borderAndTerrainBitmapInit();
	logGlobal->infoStream()<<"\tPreparing FoW, roads, rivers,borders: "<<th.getDiff();
	initObjectRects();
	logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();

}

CMapHandler::CMapBlitter *CMapHandler::resolveBlitter(const MapDrawingInfo * info) const
{
	if (info->scaled)
		return worldViewBlitter;
	if (info->puzzleMode)
		return puzzleViewBlitter;

	return normalBlitter;
}

void CMapHandler::CMapNormalBlitter::drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit, ui8 rotationInfo) const
{
	if (rotationInfo != 0)
	{
		if (!sourceRect)
		{
			Rect sourceRect2(0, 0, sourceSurf->w, sourceSurf->h);
			if (alphaBlit)
				CSDL_Ext::getBlitterWithRotationAndAlpha(targetSurf)(sourceSurf, sourceRect2, targetSurf, *destRect, rotationInfo);
			else
				CSDL_Ext::getBlitterWithRotation(targetSurf)(sourceSurf, sourceRect2, targetSurf, *destRect, rotationInfo);
		}
		else
		{
			if (alphaBlit)
				CSDL_Ext::getBlitterWithRotationAndAlpha(targetSurf)(sourceSurf, *sourceRect, targetSurf, *destRect, rotationInfo);
			else
				CSDL_Ext::getBlitterWithRotation(targetSurf)(sourceSurf, *sourceRect, targetSurf, *destRect, rotationInfo);
		}
	}
	else
	{
		if (alphaBlit)
			CSDL_Ext::blit8bppAlphaTo24bpp(sourceSurf, sourceRect, targetSurf, destRect);
		else
			CSDL_Ext::blitSurface(sourceSurf, sourceRect, targetSurf, destRect);
	}
}

void CMapHandler::CMapNormalBlitter::init(const MapDrawingInfo * drawingInfo)
{
	info = drawingInfo;
	// Width and height of the portion of the map to process. Units in tiles.
	tileCount.x = parent->tilesW;
	tileCount.y = parent->tilesH;

	topTile = info->topTile;
	initPos.x = parent->offsetX + info->drawBounds->x;
	initPos.y = parent->offsetY + info->drawBounds->y;

	realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);

	// If moving, we need to add an extra column/line
	if (info->movement.x != 0)
	{
		tileCount.x++;
		initPos.x += info->movement.x;
		if (info->movement.x > 0)
		{
			// Moving right. We still need to draw the old tile on the
			// left, so adjust our referential
			topTile.x--;
			initPos.x -= tileSize;
		}
	}

	if (info->movement.y != 0)
	{
		tileCount.y++;
		initPos.y += info->movement.y;
		if (info->movement.y > 0)
		{
			// Moving down. We still need to draw the tile on the top,
			// so adjust our referential.
			topTile.y--;
			initPos.y -= tileSize;
		}
	}

	// Reduce sizes if we go out of the full map.
	if (topTile.x < -parent->frameW)
		topTile.x = -parent->frameW;
	if (topTile.y < -parent->frameH)
		topTile.y = -parent->frameH;
	if (topTile.x + tileCount.x > parent->sizes.x + parent->frameW)
		tileCount.x = parent->sizes.x + parent->frameW - topTile.x;
	if (topTile.y + tileCount.y > parent->sizes.y + parent->frameH)
		tileCount.y = parent->sizes.y + parent->frameH - topTile.y;
}

SDL_Rect CMapHandler::CMapNormalBlitter::clip(SDL_Surface * targetSurf) const
{
	SDL_Rect prevClip;
	SDL_GetClipRect(targetSurf, &prevClip);
	SDL_SetClipRect(targetSurf, info->drawBounds);
	return prevClip;
}

CMapHandler::CMapNormalBlitter::CMapNormalBlitter(CMapHandler * parent)
	: CMapBlitter(parent)
{
	tileSize = 32;
	halfTileSizeCeil = 16;
	defaultTileRect = Rect(0, 0, tileSize, tileSize);
}

SDL_Surface * CMapHandler::CMapWorldViewBlitter::objectToIcon(Obj id, si32 subId, PlayerColor owner) const
{
	int ownerIndex = 0;
	if(owner < PlayerColor::PLAYER_LIMIT)
	{
		ownerIndex = owner.getNum() * 19;
	}
	else if (owner == PlayerColor::NEUTRAL)
	{
		ownerIndex = PlayerColor::PLAYER_LIMIT.getNum() * 19;
	}
	
	switch(id)
	{
	case Obj::MONOLITH_ONE_WAY_ENTRANCE:
	case Obj::MONOLITH_ONE_WAY_EXIT:
	case Obj::MONOLITH_TWO_WAY:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::TELEPORT].bitmap;
	case Obj::SUBTERRANEAN_GATE:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::GATE].bitmap;
	case Obj::ARTIFACT:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::ARTIFACT].bitmap;
	case Obj::TOWN:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::TOWN + ownerIndex].bitmap;
	case Obj::HERO:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::HERO + ownerIndex].bitmap;
	case Obj::MINE:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::MINE_WOOD + subId + ownerIndex].bitmap;
	case Obj::RESOURCE:
		return info->iconsDef->ourImages[(int)EWorldViewIcon::RES_WOOD + subId + ownerIndex].bitmap;
	}	
	return nullptr;	
}

void CMapHandler::CMapWorldViewBlitter::calculateWorldViewCameraPos()
{
	bool outsideLeft = topTile.x < 0;
	bool outsideTop = topTile.y < 0;
	bool outsideRight = std::max(0, topTile.x) + tileCount.x > parent->sizes.x;
	bool outsideBottom = std::max(0, topTile.y) + tileCount.y > parent->sizes.y;

	if (tileCount.x > parent->sizes.x)
		topTile.x = parent->sizes.x / 2 - tileCount.x / 2; // center viewport if the whole map can fit into the screen at once
	else if (outsideLeft)
	{
		if (outsideRight)
			topTile.x = parent->sizes.x / 2 - tileCount.x / 2;
		else
			topTile.x = 0;
	}
	else if (outsideRight)
		topTile.x = parent->sizes.x - tileCount.x;

	if (tileCount.y > parent->sizes.y)
		topTile.y = parent->sizes.y / 2 - tileCount.y / 2;
	else if (outsideTop)
	{
		if (outsideBottom)
			topTile.y = parent->sizes.y / 2 - tileCount.y / 2;
		else
			topTile.y = 0;
	}
	else if (outsideBottom)
		topTile.y = parent->sizes.y - tileCount.y;
}

void CMapHandler::CMapWorldViewBlitter::drawScaledRotatedElement(EMapCacheType type, SDL_Surface * baseSurf, SDL_Surface * targetSurf, ui8 rotation,
											float scale, SDL_Rect * dstRect, SDL_Rect * srcRect /*= nullptr*/) const
{
	auto key = parent->cache.genKey((intptr_t)baseSurf, rotation);
	auto scaledSurf = parent->cache.requestWorldViewCache(type, key);
	if (scaledSurf) // blitting from cache
	{
		if (srcRect)
		{
			dstRect->w = srcRect->w;
			dstRect->h = srcRect->h;
		}
		CSDL_Ext::blitSurface(scaledSurf, srcRect, targetSurf, dstRect);
	}
	else // creating new
	{
		auto baseSurfRotated = CSDL_Ext::newSurface(baseSurf->w, baseSurf->h);
		if (!baseSurfRotated)
			return;
		Rect baseRect(0, 0, baseSurf->w, baseSurf->h);

		CSDL_Ext::getBlitterWithRotationAndAlpha(targetSurf)(baseSurf, baseRect, baseSurfRotated, baseRect, rotation);

		SDL_Surface * scaledSurf2 = CSDL_Ext::scaleSurfaceFast(baseSurfRotated, baseSurf->w * scale, baseSurf->h * scale);

		CSDL_Ext::blitSurface(scaledSurf2, srcRect, targetSurf, dstRect);
		parent->cache.cacheWorldViewEntry(type, key, scaledSurf2);
	}
}

void CMapHandler::CMapWorldViewBlitter::drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit, ui8 rotationInfo) const
{
	if (rotationInfo != 0)
	{
		drawScaledRotatedElement(cacheType, sourceSurf, targetSurf, rotationInfo, info->scale, destRect, sourceRect);
	}
	else
	{
		auto scaledSurf = parent->cache.requestWorldViewCacheOrCreate(cacheType, (intptr_t) sourceSurf, sourceSurf, info->scale);

		if (alphaBlit)
			CSDL_Ext::blit8bppAlphaTo24bpp(scaledSurf, sourceRect, targetSurf, destRect);
		else
			CSDL_Ext::blitSurface(scaledSurf, sourceRect, targetSurf, destRect);
	}
}

void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
{
	auto drawIcon = [this,targetSurf](Obj id, si32 subId, PlayerColor owner)
	{
		SDL_Surface * wvIcon = this->objectToIcon(id, subId, owner);

		if (nullptr != wvIcon)
		{
			// centering icon on the object
			Rect destRect(realPos.x + tileSize / 2 - wvIcon->w / 2, realPos.y + tileSize / 2 - wvIcon->h / 2, wvIcon->w, wvIcon->h);
			CSDL_Ext::blitSurface(wvIcon, nullptr, targetSurf, &destRect);
		}
	};

	auto & objects = tile.objects;
	for(auto & object : objects)
	{
		const CGObjectInstance * obj = object.obj;

		const bool sameLevel = obj->pos.z == pos.z;			
		const bool isVisible = (*info->visibilityMap)[pos.x][pos.y][pos.z];
		const bool isVisitable = obj->visitableAt(pos.x, pos.y);

		if(sameLevel && isVisible && isVisitable)
			drawIcon(obj->ID, obj->subID, obj->tempOwner);
	}
}

void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf)
{
	if(nullptr == info->additionalIcons)
		return;
		
	const int3 bottomRight = pos + tileCount;
	
	for(const ObjectPosInfo & iconInfo : *(info->additionalIcons))
	{
		if( iconInfo.pos.z != pos.z)
			continue;
		
		if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y))
			continue;
		
		if((iconInfo.pos.x > bottomRight.x) || (iconInfo.pos.y > bottomRight.y))
			continue;		
		
		realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize;
		realPos.y = initPos.x + (iconInfo.pos.y - topTile.y) * tileSize;
		
		SDL_Surface * wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner);				
		
		if (nullptr != wvIcon)
		{
			// centering icon on the object
			Rect destRect(realPos.x + tileSize / 2 - wvIcon->w / 2, realPos.y + tileSize / 2 - wvIcon->h / 2, wvIcon->w, wvIcon->h);
			CSDL_Ext::blitSurface(wvIcon, nullptr, targetSurf, &destRect);
		}		
	}
}

void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
{
	if (moving)
		return;

	CMapBlitter::drawHeroFlag(targetSurf, sourceSurf, sourceRect, destRect, false);
}

void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
{
	if (moving)
		return;

	Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, sourceRect->w, sourceRect->h);
	CMapBlitter::drawObject(targetSurf, sourceSurf, &scaledSourceRect, false);
}

void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const
{
	Rect destRect(realTileRect);
	if(tile.terbitmap) //if custom terrain graphic - use it
		drawElement(EMapCacheType::TERRAIN_CUSTOM, tile.terbitmap, nullptr, targetSurf, &destRect);
	else //use default terrain graphic
		drawElement(EMapCacheType::TERRAIN, parent->terrainGraphics[tinfo.terType][tinfo.terView],
				nullptr, targetSurf, &destRect, false, tinfo.extTileFlags % 4);
}

void CMapHandler::CMapWorldViewBlitter::init(const MapDrawingInfo * drawingInfo)
{
	info = drawingInfo;
	parent->cache.updateWorldViewScale(info->scale);

	topTile = info->topTile;
	tileSize = (int) floorf(32.0f * info->scale);
	halfTileSizeCeil = (int)ceilf(tileSize / 2.0f);

	tileCount.x = (int) ceilf((float)info->drawBounds->w / tileSize);
	tileCount.y = (int) ceilf((float)info->drawBounds->h / tileSize);

	initPos.x = info->drawBounds->x;
	initPos.y = info->drawBounds->y;

	realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);
	defaultTileRect = Rect(0, 0, tileSize, tileSize);

	calculateWorldViewCameraPos();

}

SDL_Rect CMapHandler::CMapWorldViewBlitter::clip(SDL_Surface * targetSurf) const
{
	SDL_Rect prevClip;

	SDL_FillRect(targetSurf, info->drawBounds, SDL_MapRGB(targetSurf->format, 0, 0, 0));
	// makes the clip area smaller if the map is smaller than the screen frame
	// (actually, it could be made 1 tile bigger so that overlay icons on edge tiles could be drawn partly outside)
	Rect clipRect(std::max<int>(info->drawBounds->x, info->drawBounds->x - topTile.x * tileSize),
				  std::max<int>(info->drawBounds->y, info->drawBounds->y - topTile.y * tileSize),
				  std::min<int>(info->drawBounds->w, parent->sizes.x * tileSize),
				  std::min<int>(info->drawBounds->h, parent->sizes.y * tileSize));
	SDL_GetClipRect(targetSurf, &prevClip);
	SDL_SetClipRect(targetSurf, &clipRect); //preventing blitting outside of that rect
	return prevClip;
}

CMapHandler::CMapWorldViewBlitter::CMapWorldViewBlitter(CMapHandler * parent)
	: CMapBlitter(parent)
{
}

void CMapHandler::CMapPuzzleViewBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
{
	CMapBlitter::drawObjects(targetSurf, tile);

	// grail X mark
	if(pos.x == info->grailPos.x && pos.y == info->grailPos.y)
	{
		Rect destRect(realTileRect);
		CSDL_Ext::blit8bppAlphaTo24bpp(graphics->heroMoveArrows->ourImages[0].bitmap, nullptr, targetSurf, &destRect);
	}
}

void CMapHandler::CMapPuzzleViewBlitter::postProcessing(SDL_Surface * targetSurf) const
{
	CSDL_Ext::applyEffect(targetSurf, info->drawBounds, static_cast<int>(!ADVOPT.puzzleSepia));
}

bool CMapHandler::CMapPuzzleViewBlitter::canDrawObject(const CGObjectInstance * obj) const
{
	if (!CMapBlitter::canDrawObject(obj))
		return false;

	//don't print flaggable objects in puzzle mode
	if (obj->isVisitable())
		return false;

	if(std::find(unblittableObjects.begin(), unblittableObjects.end(), obj->ID) != unblittableObjects.end())
		return false;

	return true;
}

CMapHandler::CMapPuzzleViewBlitter::CMapPuzzleViewBlitter(CMapHandler * parent)
	: CMapNormalBlitter(parent)
{
	unblittableObjects.push_back(Obj::HOLE);
}

void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const
{
	Rect destRect(realTileRect);
	drawElement(EMapCacheType::FRAME, parent->ttiles[pos.x][pos.y][topTile.z].terbitmap, nullptr, targetSurf, &destRect);
}

void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf)
{
//nothing to do here
}

void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
{
	drawElement(EMapCacheType::HERO_FLAGS, sourceSurf, sourceRect, targetSurf, destRect, false);
}

void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const
{
	Rect dstRect(realTileRect);
	drawElement(EMapCacheType::OBJECTS, sourceSurf, sourceRect, targetSurf, &dstRect, true);
}

void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
{
	auto & objects = tile.objects;
	for(auto & object : objects)
	{
		if (object.fadeAnimKey >= 0)
		{			
			auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey);
			if (fadeIter != parent->fadeAnims.end())
			{
				// this object is currently fading, so skip normal drawing
				Rect r2(realTileRect);
				CFadeAnimation * fade = (*fadeIter).second.second;
				fade->draw(targetSurf, nullptr, &r2);
				continue;
			}
			logGlobal->errorStream() << "Fading map object with missing fade anim : " << object.fadeAnimKey;
			continue;
		}
		
		const CGObjectInstance * obj = object.obj;
		if (!obj)
		{
			logGlobal->errorStream() << "Stray map object that isn't fading";
			continue;
		}
		
		if (!graphics->getDef(obj))
			processDef(obj->appearance);
		if (!graphics->getDef(obj) && !obj->appearance.animationFile.empty())
			logGlobal->errorStream() << "Failed to load image " << obj->appearance.animationFile;

		if (!canDrawObject(obj))
			continue;
		
		auto objData = findObjectBitmap(obj, info->anim);
		if (objData.objBitmap)
		{			
			Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize);
			
			drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
			if (objData.flagBitmap)
			{
				if (objData.isMoving)
				{
					srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize;
					Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);
					drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true);
				}
				else if (obj->pos.x == pos.x && obj->pos.y == pos.y)
				{
					Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize);
					drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);					
				}
			}
		}
	}
}

void CMapHandler::CMapBlitter::drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const
{
	if (tinfoUpper && tinfoUpper->roadType != ERoadType::NO_ROAD)
	{
		Rect source(0, tileSize / 2, tileSize, tileSize / 2);
		Rect dest(realPos.x, realPos.y, tileSize, tileSize / 2);
		drawElement(EMapCacheType::ROADS, parent->roadDefs[tinfoUpper->roadType - 1]->ourImages[tinfoUpper->roadDir].bitmap,
				&source, targetSurf, &dest, true, (tinfoUpper->extTileFlags >> 4) % 4);
	}

	if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
	{
		Rect source(0, 0, tileSize, halfTileSizeCeil);
		Rect dest(realPos.x, realPos.y + tileSize / 2, tileSize, tileSize / 2);
		drawElement(EMapCacheType::ROADS, parent->roadDefs[tinfo.roadType - 1]->ourImages[tinfo.roadDir].bitmap,
				&source, targetSurf, &dest, true, (tinfo.extTileFlags >> 4) % 4);
	}
}

void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const
{
	Rect destRect(realTileRect);
	drawElement(EMapCacheType::RIVERS, parent->staticRiverDefs[tinfo.riverType-1]->ourImages[tinfo.riverDir].bitmap,
			nullptr, targetSurf, &destRect, true, (tinfo.extTileFlags >> 2) % 4);
}

void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const
{
	Rect destRect(realTileRect);
	std::pair<SDL_Surface *, bool> hide = getVisBitmap();
	drawElement(EMapCacheType::FOW, hide.first, nullptr, targetSurf, &destRect, hide.second);
}

void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingInfo * info)
{
	init(info);
	auto prevClip = clip(targetSurf);

	pos = int3(0, 0, topTile.z);

	for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
	{
		if (pos.x < 0 || pos.x >= parent->sizes.x)
			continue;

		for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
		{
			if (pos.y < 0 || pos.y >= parent->sizes.y)
				continue;
			
			const bool isVisible = canDrawCurrentTile();

			realTileRect.x = realPos.x;
			realTileRect.y = realPos.y;

			const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
			const TerrainTile & tinfo = parent->map->getTile(pos);
			const TerrainTile * tinfoUpper = pos.y > 0 ? &parent->map->getTile(int3(pos.x, pos.y - 1, pos.z)) : nullptr;
			
			if(isVisible || info->showAllTerrain)
			{
				drawTileTerrain(targetSurf, tinfo, tile);
				if (tinfo.riverType)
					drawRiver(targetSurf, tinfo);
				drawRoad(targetSurf, tinfo, tinfoUpper);				
			}

			if(isVisible)
				drawObjects(targetSurf, tile);
		}
	}

	for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
	{
		for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
		{
			realTileRect.x = realPos.x;
			realTileRect.y = realPos.y;

			if (pos.x < 0 || pos.x >= parent->sizes.x ||
				pos.y < 0 || pos.y >= parent->sizes.y)
			{
				drawFrame(targetSurf);
			}
			else
			{
				const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];

				if (!(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain)
					drawFow(targetSurf);

				// overlay needs to be drawn over fow, because of artifacts-aura-like spells
				drawTileOverlay(targetSurf, tile);

				// drawDebugVisitables()
				if (settings["session"]["showBlock"].Bool())
				{
					if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).blocked) //temporary hiding blocked positions
					{
						static SDL_Surface * block = nullptr;
						if (!block)
							block = BitmapHandler::loadBitmap("blocked");

						CSDL_Ext::blitSurface(block, nullptr, targetSurf, &realTileRect);
					}
				}
				if (settings["session"]["showVisit"].Bool())
				{
					if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).visitable) //temporary hiding visitable positions
					{
						static SDL_Surface * visit = nullptr;
						if (!visit)
							visit = BitmapHandler::loadBitmap("visitable");

						CSDL_Ext::blitSurface(visit, nullptr, targetSurf, &realTileRect);
					}
				}
			}
		}
	}
	
	drawOverlayEx(targetSurf);	

	// drawDebugGrid()
	if (settings["session"]["showGrid"].Bool())
	{
		for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
		{
			for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
			{
				const int3 color(0x555555, 0x555555, 0x555555);

				if (realPos.y >= info->drawBounds->y &&
					realPos.y < info->drawBounds->y + info->drawBounds->h)
					for(int i = 0; i < tileSize; i++)
						if (realPos.x + i >= info->drawBounds->x &&
							realPos.x + i < info->drawBounds->x + info->drawBounds->w)
							CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x + i, realPos.y, color.x, color.y, color.z);

				if (realPos.x >= info->drawBounds->x &&
					realPos.x < info->drawBounds->x + info->drawBounds->w)
					for(int i = 0; i < tileSize; i++)
						if (realPos.y + i >= info->drawBounds->y &&
							realPos.y + i < info->drawBounds->y + info->drawBounds->h)
							CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x, realPos.y + i, color.x, color.y, color.z);
			}
		}
	}

	postProcessing(targetSurf);

	SDL_SetClipRect(targetSurf, &prevClip);
}

CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGHeroInstance * hero, int anim) const
{
	if(hero && hero->moveDir && hero->type) //it's hero or boat
	{
		if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
		{
			logGlobal->errorStream() << "A neutral hero (" << hero->name << ") at " << hero->pos << ". Should not happen!";
			return CMapHandler::AnimBitmapHolder();
		}

		//pick graphics of hero (or boat if hero is sailing)
		CDefEssential * def = nullptr;
		if (hero->boat)
			def = graphics->boatAnims[hero->boat->subID];
		else
			def = graphics->heroAnims[hero->appearance.animationFile];

		bool moving = !hero->isStanding;
		int framesOffset = moving ? anim % FRAMES_PER_MOVE_ANIM_GROUP : 0;
		int index = findAnimIndexByGroup(def, getHeroFrameNum(hero->moveDir, moving));
		if (index >= 0)
		{
			auto heroBitmap = def->ourImages[index + framesOffset].bitmap;
			auto flagBitmap = findFlagBitmap(hero, anim, &hero->tempOwner, index + 35);
			return CMapHandler::AnimBitmapHolder(heroBitmap, flagBitmap, moving);
		}
	}
	return CMapHandler::AnimBitmapHolder();
}

CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const
{
	auto def = graphics->boatAnims[boat->subID];
	int index = findAnimIndexByGroup(def, getHeroFrameNum(boat->direction, false));
	if (index < 0)
		return CMapHandler::AnimBitmapHolder();
	return CMapHandler::AnimBitmapHolder(def->ourImages[index].bitmap);
}

SDL_Surface * CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int indexOffset) const
{	
	if (!hero)
		return nullptr;
	
	if (hero->boat)
		return findBoatFlagBitmap(hero->boat, anim, color, indexOffset, hero->moveDir);
	return findHeroFlagBitmap(hero, anim, color, indexOffset);
}

SDL_Surface * CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int indexOffset) const
{
	return findFlagBitmapInternal(graphics->flags4[color->getNum()], anim, indexOffset, hero->moveDir, !hero->isStanding);
}

SDL_Surface * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int indexOffset, ui8 dir) const
{
	std::vector<CDefEssential *> Graphics::*flg = nullptr;
	switch (boat->subID)
	{
		case 0: flg = &Graphics::flags1; break;
		case 1: flg = &Graphics::flags2; break;
		case 2: flg = &Graphics::flags3; break;
		default: logGlobal->errorStream() << "Not supported boat subtype: " << boat->subID; return nullptr;
	}
	return findFlagBitmapInternal((graphics->*flg)[color->getNum()], anim, indexOffset, dir, false);
}

SDL_Surface * CMapHandler::CMapBlitter::findFlagBitmapInternal(const CDefEssential * def, int anim, int indexOffset, ui8 dir, bool moving) const
{
	if (moving)
		return def->ourImages[indexOffset + anim % FRAMES_PER_MOVE_ANIM_GROUP].bitmap;	
	return def->ourImages[getHeroFrameNum(dir, false) * FRAMES_PER_MOVE_ANIM_GROUP + (anim / 4) % FRAMES_PER_MOVE_ANIM_GROUP].bitmap;	
}

int CMapHandler::CMapBlitter::findAnimIndexByGroup(const CDefEssential * def, int groupNum) const
{
	auto iter = std::find_if(def->ourImages.begin(), def->ourImages.end(), [&](const Cimage &img){ return img.groupNumber == groupNum; });
	if (iter == def->ourImages.end())
		return -1;
	return static_cast<int>(iter - def->ourImages.begin());
}

CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const
{
	if (!obj)
		return CMapHandler::AnimBitmapHolder();
	if (obj->ID == Obj::HERO)
		return findHeroBitmap(static_cast<const CGHeroInstance*>(obj), anim);
	if (obj->ID == Obj::BOAT)
		return findBoatBitmap(static_cast<const CGBoat*>(obj), anim);
	
	// normal object	
	
	const std::vector<Cimage> &ourImages = graphics->getDef(obj)->ourImages;
	SDL_Surface *bitmap = ourImages[(anim + getPhaseShift(obj)) % ourImages.size()].bitmap;

	//setting appropriate flag color
	const PlayerColor &color = obj->tempOwner;
	if(color < PlayerColor::PLAYER_LIMIT || color==PlayerColor::NEUTRAL)
		CSDL_Ext::setPlayerColor(bitmap, color);
	return CMapHandler::AnimBitmapHolder(bitmap);
}

ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const
{
	auto i = parent->animationPhase.find(object);
	if(i == parent->animationPhase.end())
	{
		ui8 ret = CRandomGenerator::getDefault().nextInt(254);
		parent->animationPhase[object] = ret;
		return ret;
	}

	return i->second;
}

bool CMapHandler::CMapBlitter::canDrawObject(const CGObjectInstance * obj) const
{
	//checking if object has non-empty graphic on this tile
	return obj->ID == Obj::HERO || obj->coveringAt(pos.x, pos.y);
}

bool CMapHandler::CMapBlitter::canDrawCurrentTile() const
{
	const NeighborTilesInfo neighbors(pos, parent->sizes, *info->visibilityMap);
	return !neighbors.areAllHidden();
}

ui8 CMapHandler::CMapBlitter::getHeroFrameNum(ui8 dir, bool isMoving) const
{
	if(isMoving)
	{
		static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11};
		return frame[dir];
	}
	else //if(isMoving)
	{
		static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14};
		return frame[dir];
	}
}

std::pair<SDL_Surface *, bool> CMapHandler::CMapBlitter::getVisBitmap() const
{
	const NeighborTilesInfo neighborInfo(pos, parent->sizes, *info->visibilityMap);

	int retBitmapID = neighborInfo.getBitmapID();// >=0 -> partial hide, <0 - full hide
	if (retBitmapID < 0)
	{
		retBitmapID = - parent->hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden
	}

	if (retBitmapID >= 0)
	{
		return std::make_pair(graphics->FoWpartialHide->ourImages[retBitmapID].bitmap, true);
	}
	else
	{
		return std::make_pair(graphics->FoWfullHide->ourImages[-retBitmapID - 1].bitmap, false);
	}
}

bool CMapHandler::updateObjectsFade()
{	
	for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); )
	{
		int3 pos = (*iter).second.first;
		CFadeAnimation * anim = (*iter).second.second;
		
		anim->update();
		
		if (anim->isFading())
			++iter;
		else // fade finished
		{
			auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
			for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
			{
				if ((*objIter).fadeAnimKey == (*iter).first)
				{						
					logAnim->traceStream() << "Fade anim finished for obj at " << pos << "; remaining: " << (fadeAnims.size() - 1);
					if (anim->fadingMode == CFadeAnimation::EMode::OUT)
						objs.erase(objIter); // if this was fadeout, remove the object from the map
					else
						(*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade
					break;
				}
			}
			iter = fadeAnims.erase(iter);
		}
	}
	
	return !fadeAnims.empty();
}

bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
{
	SDL_Surface * fadeBitmap;
	assert(obj.obj);
	
	auto objData = normalBlitter->findObjectBitmap(obj.obj, 0);
	if (objData.objBitmap)
	{
		if (objData.isMoving) // ignore fading of moving objects (for now?)
		{
			logAnim->debugStream() << "Ignoring fade of moving object";
			return false;
		}
				
		fadeBitmap = CSDL_Ext::newSurface(32, 32); // TODO cache these bitmaps instead of creating new ones?
		Rect objSrcRect(obj.rect.x, obj.rect.y, 32, 32);
		CSDL_Ext::blit8bppAlphaTo24bpp(objData.objBitmap, &objSrcRect, fadeBitmap, nullptr);
		if (objData.flagBitmap)
		{
			if (obj.obj->pos.x - 1 == pos.x && obj.obj->pos.y - 1 == pos.y) // -1 to draw flag in top-center instead of right-bottom; kind of a hack
			{
				Rect flagSrcRect(32, 0, 32, 32);
				CSDL_Ext::blitSurface(objData.flagBitmap, &flagSrcRect, fadeBitmap, nullptr);
			}
		}
		auto anim = new CFadeAnimation();
		anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true);
		fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);
		obj.fadeAnimKey = fadeAnimCounter;
		
		logAnim->traceStream() << "Fade anim started for obj " << obj.obj->ID 
							   << " at " << pos << "; anim count: " << fadeAnims.size();
		return true;
	}
	
	return false;
}

bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = false */)
{
	if (!graphics->getDef(obj))
		processDef(obj->appearance);

	SDL_Surface *bitmap = graphics->getDef(obj)->ourImages[0].bitmap;
	const int tilesW = bitmap->w/32;
	const int tilesH = bitmap->h/32;

	for(int fx=0; fx<tilesW; ++fx)
	{
		for(int fy=0; fy<tilesH; ++fy)
		{
			SDL_Rect cr;
			cr.w = 32;
			cr.h = 32;
			cr.x = fx*32;
			cr.y = fy*32;
			TerrainTileObject toAdd(obj, cr);
			
			if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
			{
				int3 pos(obj->pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z);
				TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z];					
				
				if (fadein && ADVOPT.objectFading)
				{
					startObjectFade(toAdd, true, pos);
				}
				
				auto i = curt.objects.begin();
				for(; i != curt.objects.end(); i++)
				{
					if(objectBlitOrderSorter(toAdd, *i))
					{
						curt.objects.insert(i, toAdd);
						i = curt.objects.begin(); //to validate and avoid adding it second time
						break;
					}
				}

				if(i == curt.objects.end())
					curt.objects.insert(i, toAdd);
			}

		} // for(int fy=0; fy<tilesH; ++fy)
	} //for(int fx=0; fx<tilesW; ++fx)
	return true;
}

bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
{
	// do we actually need to search through the whole map for this?
	for (size_t i=0; i<map->width; i++)
	{
		for (size_t j=0; j<map->height; j++)
		{
			for (size_t k=0; k<(map->twoLevel ? 2 : 1); k++)
			{
				auto &objs = ttiles[i][j][k].objects;
				for(size_t x=0; x < objs.size(); x++)
				{
					if (objs[x].obj && objs[x].obj->id == obj->id)
					{
						if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
						{
							if (startObjectFade(objs[x], false, int3(i, j, k)))
								objs[x].obj = nullptr;
							else
								objs.erase(objs.begin() + x);
						}
						else
							objs.erase(objs.begin() + x);
						break;
					}
				}
			}
		}
	}
	return true;
}
bool CMapHandler::removeObject(CGObjectInstance *obj, bool fadeout /* = false */)
{
	hideObject(obj, fadeout);
	return true;
}

void CMapHandler::validateRectTerr(SDL_Rect * val, const SDL_Rect * ext)
{
	if(ext)
	{
		if(val->x<0)
		{
			val->w += val->x;
			val->x = ext->x;
		}
		else
		{
			val->x += ext->x;
		}
		if(val->y<0)
		{
			val->h += val->y;
			val->y = ext->y;
		}
		else
		{
			val->y += ext->y;
		}

		if(val->x+val->w > ext->x+ext->w)
		{
			val->w = ext->x+ext->w-val->x;
		}
		if(val->y+val->h > ext->y+ext->h)
		{
			val->h = ext->y+ext->h-val->y;
		}

		//for sign problems
		if(val->h > 20000 || val->w > 20000)
		{
			val->h = val->w = 0;
		}
	}
}

ui8 CMapHandler::getDir(const int3 &a, const int3 &b)
{
	if(a.z!=b.z)
		return -1; //error!
	if(a.x==b.x+1 && a.y==b.y+1) //lt
		return 0;

	else if(a.x==b.x && a.y==b.y+1) //t
		return 1;

	else if(a.x==b.x-1 && a.y==b.y+1) //rt
		return 2;

	else if(a.x==b.x-1 && a.y==b.y) //r
		return 3;

	else if(a.x==b.x-1 && a.y==b.y-1) //rb
		return 4;

	else if(a.x==b.x && a.y==b.y-1) //b
		return 5;

	else if(a.x==b.x+1 && a.y==b.y-1) //lb
		return 6;

	else if(a.x==b.x+1 && a.y==b.y) //l
		return 7;

	return -2; //shouldn't happen
}

bool CMapHandler::canStartHeroMovement()
{
	return fadeAnims.empty(); // don't allow movement during fade animation
}

void shiftColors(SDL_Surface *img, int from, int howMany) //shifts colors in palette
{
	//works with at most 16 colors, if needed more -> increase values
	assert(howMany < 16);
	SDL_Color palette[16];

	for(int i=0; i<howMany; ++i)
	{
		palette[(i+1)%howMany] =img->format->palette->colors[from + i];
	}
	SDL_SetColors(img,palette,from,howMany);
}

void CMapHandler::updateWater() //shift colors in palettes of water tiles
{
	for(auto & elem : terrainGraphics[7])
	{
		shiftColors(elem,246, 9);
	}
	for(auto & elem : terrainGraphics[8])
	{
		shiftColors(elem,229, 12);
		shiftColors(elem,242, 14);
	}
	for(auto & elem : staticRiverDefs[0]->ourImages)
	{
		shiftColors(elem.bitmap,183, 12);
		shiftColors(elem.bitmap,195, 6);
	}
	for(auto & elem : staticRiverDefs[2]->ourImages)
	{
		shiftColors(elem.bitmap,228, 12);
		shiftColors(elem.bitmap,183, 6);
		shiftColors(elem.bitmap,240, 6);
	}
	for(auto & elem : staticRiverDefs[3]->ourImages)
	{
		shiftColors(elem.bitmap,240, 9);
	}
}

CMapHandler::~CMapHandler()
{
	delete graphics->FoWfullHide;
	delete graphics->FoWpartialHide;
//	if (fadingOffscreenBitmapSurface)
//		delete fadingOffscreenBitmapSurface;

	delete normalBlitter;
	delete worldViewBlitter;
	delete puzzleViewBlitter;

	for(auto & elem : roadDefs)
		delete elem;

	for(auto & elem : staticRiverDefs)
		delete elem;

	for(auto & elem : terrainGraphics)
	{
		for(int j=0; j < elem.size(); ++j)
			SDL_FreeSurface(elem[j]);
	}
	
	for (auto & elem : fadeAnims)
	{
		delete elem.second.second;
	}
	terrainGraphics.clear();
}

CMapHandler::CMapHandler()
{
	frameW = frameH = 0;
	graphics->FoWfullHide = nullptr;
	graphics->FoWpartialHide = nullptr;
	normalBlitter = new CMapNormalBlitter(this);
	worldViewBlitter = new CMapWorldViewBlitter(this);
	puzzleViewBlitter = new CMapPuzzleViewBlitter(this);
	fadeAnimCounter = 0;
}

void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
{
	out.clear();
	TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];
	const TerrainTile &t = map->getTile(pos);
	for(auto & elem : tt.objects)
	{
		if(elem.obj && elem.obj->ID == Obj::HOLE) //Hole
		{
			out = elem.obj->getObjectName();
			return;
		}
	}

	if(t.hasFavourableWinds())
		out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
	else if(terName)
		out = CGI->generaltexth->terrainNames[t.terType];
}

void CMapHandler::discardWorldViewCache()
{
	cache.discardWorldViewCache();
}

void CMapHandler::CMapCache::discardWorldViewCache()
{
	for (auto &cacheDataPair : data)
	{
		for (auto &cacheEntryPair : cacheDataPair.second)
		{
			if (cacheEntryPair.second)
			{
				SDL_FreeSurface(cacheEntryPair.second);
			}
		}
		data[cacheDataPair.first].clear();
	}
	logGlobal->debugStream() << "Discarded world view cache";
}

void CMapHandler::CMapCache::updateWorldViewScale(float scale)
{
	if (fabs(scale - worldViewCachedScale) > 0.001f)
		discardWorldViewCache();
	worldViewCachedScale = scale;
}

void CMapHandler::CMapCache::removeFromWorldViewCache(CMapHandler::EMapCacheType type, intptr_t key)
{
	auto iter = data[type].find(key);
	if (iter != data[type].end())
	{
		SDL_FreeSurface((*iter).second);
		data[type].erase(iter);
	}
}

SDL_Surface * CMapHandler::CMapCache::requestWorldViewCache(CMapHandler::EMapCacheType type, intptr_t key)
{
	auto iter = data[type].find(key);
	if (iter == data[type].end())
		return nullptr;
	return (*iter).second;
}

SDL_Surface * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, intptr_t key, SDL_Surface * fullSurface, float scale)
{
	auto cached = requestWorldViewCache(type, key);
	if (cached)
		return cached;

	auto scaled = CSDL_Ext::scaleSurfaceFast(fullSurface, fullSurface->w * scale, fullSurface->h * scale);
	if (scaled->format && scaled->format->palette) // fix color keying, because SDL loses it at this point
		CSDL_Ext::setColorKey(scaled, scaled->format->palette->colors[0]);
	return cacheWorldViewEntry(type, key, scaled);
}

SDL_Surface *CMapHandler::CMapCache::cacheWorldViewEntry(CMapHandler::EMapCacheType type, intptr_t key, SDL_Surface * entry)
{
	if (!entry)
		return nullptr;
	if (requestWorldViewCache(type, key)) // valid cache already present, no need to do it again
		return requestWorldViewCache(type, key);

	data[type][key] = entry;
	return entry;
}

intptr_t CMapHandler::CMapCache::genKey(intptr_t realPtr, ui8 mod)
{
	return (intptr_t)(realPtr ^ (mod << (sizeof(intptr_t) - 2))); // maybe some cleaner method to pack rotation into cache key?
}

TerrainTile2::TerrainTile2()
 :terbitmap(nullptr)
{}

bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
{
	if (!a)
		return true;
	if (!b)
		return false;
	if (a->appearance.printPriority != b->appearance.printPriority)
		return a->appearance.printPriority > b->appearance.printPriority;

	if(a->pos.y != b->pos.y)
		return a->pos.y < b->pos.y;

	if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
		return true;
	if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
		return false;

	if(!a->isVisitable() && b->isVisitable())
		return true;
	if(!b->isVisitable() && a->isVisitable())
		return false;
	if(a->pos.x < b->pos.x)
		return true;
	return false;
}

TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, SDL_Rect rect_)
	: obj(obj_),
	  rect(rect_),
	  fadeAnimKey(-1)
{
}

TerrainTileObject::~TerrainTileObject()
{
}

