this.SuspendLayout();
//Felder zeichen
int scrollshiftx = scrollButtonPosX * gridboxesx;
int scrollshifty = scrollButtonPosY * gridboxesy;
for (int i = 0; i <= gridboxesx - 1; i++)
for (int j = 0; j <= gridboxesy - 1; j++)
{
if (fields[i + scrollshiftx, j + scrollshifty] == 0) gO.DrawImage(iLMap.Images[0], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Wasser
else if (fields[i + scrollshiftx, j + scrollshifty] == 1) gO.DrawImage(iLMap.Images[1], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Wüste
else if (fields[i + scrollshiftx, j + scrollshifty] == 2) gO.DrawImage(iLMap.Images[2], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Wiese
else if (fields[i + scrollshiftx, j + scrollshifty] == 3) gO.DrawImage(iLMap.Images[3], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Moor
else if (fields[i + scrollshiftx, j + scrollshifty] == 4) gO.DrawImage(iLMap.Images[4], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Ackerland
else if (fields[i + scrollshiftx, j + scrollshifty] == 5) gO.DrawImage(iLMap.Images[5], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Wald
else if (fields[i + scrollshiftx, j + scrollshifty] == 6) gO.DrawImage(iLMap.Images[6], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Gebirge
else if (fields[i + scrollshiftx, j + scrollshifty] == 7) gO.DrawImage(iLMap.Images[7], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty); //Steine
if (fields[i + scrollshiftx, j + scrollshifty] > 1) //Wasser und Wüste nicht abfragen
{
for (int k = 0; k < building.Count; k++)
{
//Zeichnet gebäude und besitzer und w8ts
if (int.Parse(building[k][0]) == i + scrollshiftx && int.Parse(building[k][1]) == j + scrollshifty && int.Parse(building[k][2]) >= 0)
{
gO.DrawImage(iLBuilding.Images[int.Parse(building[k][2])], i * gridboxsizex + gridshiftx, j * gridboxsizey + gridshifty);
//Besitzeranzeige
//Aktueller Spieler
if (building[k][5] == currentplayer.ToString())
{
SolidBrush myBrush = new SolidBrush(Color.Plum);
gO.FillRectangle(myBrush, int.Parse(building[k][0]) * gridboxsizex + gridshiftx + gridboxsizex - 7, int.Parse(building[k][1]) * gridboxsizey + gridshifty, 6, 6);
}
else //Andere Spieler
{
SolidBrush myBrush = new SolidBrush(Color.Red);
gO.FillRectangle(myBrush, int.Parse(building[k][0]) * gridboxsizex + gridshiftx + gridboxsizex - 7, int.Parse(building[k][1]) * gridboxsizey + gridshifty, 6, 6);
}
//W8s makieren
if (building[k][4] != "0")
{
Pen myPen = new Pen(Color.Gray);
gO.DrawRectangle(myPen, int.Parse(building[k][0]) * gridboxsizex + gridshiftx + 4, int.Parse(building[k][1]) * gridboxsizey + gridshifty + 4, 22, 22);
//gO.FillRectangle(myBrush, int.Parse(building[i][0]) * gridboxsizex + gridshiftx + gridboxsizex - 7, int.Parse(building[i][1]) * gridboxsizey + gridshifty, 6, 6);
}
}
}
}
}
generateScrolls();
this.ResumeLayout();