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/*
* mapHandler . h , 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
*
*/
# pragma once
# include "../gui/CIntObject.h"
# include "../../lib/Rect.h"
# include "../../lib/int3.h"
# include "../../lib/spells/ViewSpellInt.h"
# ifdef IN
# undef IN
# endif
# ifdef OUT
# undef OUT
# endif
VCMI_LIB_NAMESPACE_BEGIN
class CGObjectInstance ;
class CGHeroInstance ;
class CMap ;
VCMI_LIB_NAMESPACE_END
class IMapObjectObserver ;
class CMapHandler
{
const CMap * map ;
std : : vector < IMapObjectObserver * > observers ;
public :
explicit CMapHandler ( const CMap * map ) ;
const CMap * getMap ( ) ;
/// returns true if tile is within map bounds
bool isInMap ( const int3 & tile ) ;
/// see MapObjectObserver interface
void onObjectFadeIn ( const CGObjectInstance * obj , const PlayerColor & initiator ) ;
void onObjectFadeOut ( const CGObjectInstance * obj , const PlayerColor & initiator ) ;
void onObjectInstantAdd ( const CGObjectInstance * obj , const PlayerColor & initiator ) ;
void onObjectInstantRemove ( const CGObjectInstance * obj , const PlayerColor & initiator ) ;
void onBeforeHeroTeleported ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onAfterHeroTeleported ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onBeforeHeroEmbark ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onAfterHeroEmbark ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onBeforeHeroDisembark ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onAfterHeroDisembark ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
void onHeroMoved ( const CGHeroInstance * obj , const int3 & from , const int3 & dest ) ;
/// Add object to receive notifications on any changes in visible map state
void addMapObserver ( IMapObjectObserver * observer ) ;
void removeMapObserver ( IMapObjectObserver * observer ) ;
/// returns string description for terrain interaction
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std : : string getTerrainDescr ( const int3 & pos , bool rightClick ) const ; //TODO: possible to get info about invisible tiles from client without serverside validation
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/// determines if the map is ready to handle new hero movement (not available during fading animations)
bool hasOngoingAnimations ( ) ;
/// blocking wait until all ongoing animatins are over
void waitForOngoingAnimations ( ) ;
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void endNetwork ( ) ;
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static bool compareObjectBlitOrder ( const CGObjectInstance * a , const CGObjectInstance * b ) ;
} ;