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vcmi/client/mapHandler.cpp

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/*
* 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"
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#include "CGameInfo.h"
#include "../lib/mapObjects/CGHeroInstance.h"
#include "../lib/mapObjects/CObjectClassesHandler.h"
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#include "../lib/CGameState.h"
#include "../lib/CHeroHandler.h"
#include "../lib/CTownHandler.h"
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#include "Graphics.h"
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#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"
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#define ADVOPT (conf.go()->ac)
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static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
{
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return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
}
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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);
}
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bool areAllHidden() const
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{
return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d8 );
}
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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
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};
return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
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}
};
void CMapHandler::prepareFOWDefs()
{
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//assume all frames in group 0
size_t size = graphics->fogOfWarFullHide->size(0);
FoWfullHide.resize(size);
for(size_t frame = 0; frame < size; frame++)
FoWfullHide[frame] = graphics->fogOfWarFullHide->getImage(frame);
//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)
{
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elem[j][k] = CRandomGenerator::getDefault().nextInt(size - 1);
}
}
}
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size = graphics->fogOfWarPartialHide->size(0);
FoWpartialHide.resize(size);
for(size_t frame = 0; frame < size; frame++)
FoWpartialHide[frame] = graphics->fogOfWarPartialHide->getImage(frame);
}
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::initTerrainGraphics()
{
static const std::vector<std::string> TERRAIN_FILES =
{
"DIRTTL",
"SANDTL",
"GRASTL",
"SNOWTL",
"SWMPTL",
"ROUGTL",
"SUBBTL",
"LAVATL",
"WATRTL",
"ROCKTL"
};
static const std::vector<std::string> ROAD_FILES =
{
"dirtrd",
"gravrd",
"cobbrd"
};
static const std::vector<std::string> RIVER_FILES =
{
"clrrvr",
"icyrvr",
"mudrvr",
"lavrvr"
};
auto loadFlipped = [this](int types, TFlippedAnimations & animation, TFlippedCache & cache, const std::vector<std::string> & files)
{
animation.resize(types);
cache.resize(types);
//no rotation and basic setup
for(int i = 0; i < types; i++)
{
animation[i][0] = make_unique<CAnimation>(files[i]);
animation[i][0]->preload();
const size_t views = animation[i][0]->size(0);
cache[i].resize(views);
for(int j = 0; j < views; j++)
cache[i][j][0] = animation[i][0]->getImage(j);
}
for(int rotation = 1; rotation < 4; rotation++)
{
for(int i = 0; i < types; i++)
{
animation[i][rotation] = make_unique<CAnimation>(files[i]);
animation[i][rotation]->preload();
const size_t views = animation[i][rotation]->size(0);
for(int j = 0; j < views; j++)
{
IImage * image = animation[i][rotation]->getImage(j);
if(rotation == 2 || rotation == 3)
image->horizontalFlip();
if(rotation == 1 || rotation == 3)
image->verticalFlip();
cache[i][j][rotation] = image;
}
}
}
};
loadFlipped(GameConstants::TERRAIN_TYPES, terrainAnimations, terrainImages, TERRAIN_FILES);
loadFlipped(3, roadAnimations, roadImages, ROAD_FILES);
loadFlipped(4, riverAnimations, riverImages, RIVER_FILES);
// 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::initBorderGraphics()
{
egdeImages.resize(egdeAnimation->size(0));
for(size_t i = 0; i < egdeImages.size(); i++)
egdeImages[i] = egdeAnimation->getImage(i);
edgeFrames.resize(sizes.x, frameW, frameW);
for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
{
edgeFrames[i].resize(sizes.y, frameH, frameH);
}
for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
{
for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
edgeFrames[i][j].resize(sizes.z, 0, 0);
}
auto & rand = CRandomGenerator::getDefault();
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 levels
{
ui8 terBitmapNum = 0;
if(i < 0 || i > (sizes.x-1) || j < 0 || j > (sizes.y-1))
{
if(i==-1 && j==-1)
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terBitmapNum = 16;
else if(i==-1 && j==(sizes.y))
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terBitmapNum = 19;
else if(i==(sizes.x) && j==-1)
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terBitmapNum = 17;
else if(i==(sizes.x) && j==(sizes.y))
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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);
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}
edgeFrames[i][j][k] = terBitmapNum;
}
}
}
}
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;
}
std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);
//no animation at all
if(!animation)
continue;
//empty animation
if(animation->size(0) == 0)
continue;
IImage * image = animation->getImage(0,0);
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 = image->width() - fx * 32 - 32;
cr.y = image->height() - fy * 32 - 32;
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TerrainTileObject toAdd(obj,cr);
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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();
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// 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();
initTerrainGraphics();
initBorderGraphics();
logGlobal->infoStream()<<"\tPreparing FoW, terrain, roads, rivers, borders: "<<th.getDiff();
initObjectRects();
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logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();
}
CMapHandler::CMapBlitter *CMapHandler::resolveBlitter(const MapDrawingInfo * info) const
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{
if (info->scaled)
return worldViewBlitter;
if (info->puzzleMode)
return puzzleViewBlitter;
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return normalBlitter;
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}
void CMapHandler::CMapNormalBlitter::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const
{
source->draw(targetSurf, destRect, sourceRect);
}
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;
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topTile = info->topTile;
initPos.x = parent->offsetX + info->drawBounds->x;
initPos.y = parent->offsetY + info->drawBounds->y;
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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;
}
}
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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;
}
}
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// 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;
}
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SDL_Rect CMapHandler::CMapNormalBlitter::clip(SDL_Surface * targetSurf) const
{
SDL_Rect prevClip;
SDL_GetClipRect(targetSurf, &prevClip);
SDL_SetClipRect(targetSurf, info->drawBounds);
return prevClip;
}
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CMapHandler::CMapNormalBlitter::CMapNormalBlitter(CMapHandler * parent)
: CMapBlitter(parent)
{
tileSize = 32;
halfTileSizeCeil = 16;
defaultTileRect = Rect(0, 0, tileSize, tileSize);
}
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IImage * 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;
}
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switch(id)
{
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
case Obj::MONOLITH_ONE_WAY_EXIT:
case Obj::MONOLITH_TWO_WAY:
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return info->icons->getImage((int)EWorldViewIcon::TELEPORT);
case Obj::SUBTERRANEAN_GATE:
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return info->icons->getImage((int)EWorldViewIcon::GATE);
case Obj::ARTIFACT:
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return info->icons->getImage((int)EWorldViewIcon::ARTIFACT);
case Obj::TOWN:
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return info->icons->getImage((int)EWorldViewIcon::TOWN + ownerIndex);
case Obj::HERO:
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return info->icons->getImage((int)EWorldViewIcon::HERO + ownerIndex);
case Obj::MINE:
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return info->icons->getImage((int)EWorldViewIcon::MINE_WOOD + subId + ownerIndex);
case Obj::RESOURCE:
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return info->icons->getImage((int)EWorldViewIcon::RES_WOOD + subId + ownerIndex);
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}
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::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const
{
SDL_Surface * scaledSurf = parent->cache.requestWorldViewCacheOrCreate(cacheType, (intptr_t) source, source, info->scale);
if(scaledSurf->format->BitsPerPixel == 8)
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)
{
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IImage * wvIcon = this->objectToIcon(id, subId, owner);
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if(nullptr != wvIcon)
{
// centering icon on the object
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Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);
wvIcon->draw(targetSurf, dest.x, dest.y);
}
};
auto & objects = tile.objects;
for(auto & object : objects)
{
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const CGObjectInstance * obj = object.obj;
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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);
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if(sameLevel && isVisible && isVisitable)
drawIcon(obj->ID, obj->subID, obj->tempOwner);
}
}
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void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf)
{
if(nullptr == info->additionalIcons)
return;
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const int3 bottomRight = pos + tileCount;
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for(const ObjectPosInfo & iconInfo : *(info->additionalIcons))
{
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if( iconInfo.pos.z != pos.z)
continue;
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if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y))
continue;
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if((iconInfo.pos.x > bottomRight.x) || (iconInfo.pos.y > bottomRight.y))
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continue;
realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize;
realPos.y = initPos.x + (iconInfo.pos.y - topTile.y) * tileSize;
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IImage * wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner);
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if(nullptr != wvIcon)
{
// centering icon on the object
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Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);
wvIcon->draw(targetSurf, dest.x, dest.y);
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}
}
}
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void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
{
if (moving)
return;
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CMapBlitter::drawHeroFlag(targetSurf, source, sourceRect, destRect, false);
}
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void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const
{
if (moving)
return;
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Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, sourceRect->w, sourceRect->h);
CMapBlitter::drawObject(targetSurf, source, &scaledSourceRect, false);
}
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void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const
{
Rect destRect(realTileRect);
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ui8 rotation = tinfo.extTileFlags % 4;
drawElement(EMapCacheType::TERRAIN, parent->terrainImages[tinfo.terType][tinfo.terView][rotation], nullptr, targetSurf, &destRect);
}
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void CMapHandler::CMapWorldViewBlitter::init(const MapDrawingInfo * drawingInfo)
{
info = drawingInfo;
parent->cache.updateWorldViewScale(info->scale);
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topTile = info->topTile;
tileSize = (int) floorf(32.0f * info->scale);
halfTileSizeCeil = (int)ceilf(tileSize / 2.0f);
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tileCount.x = (int) ceilf((float)info->drawBounds->w / tileSize);
tileCount.y = (int) ceilf((float)info->drawBounds->h / tileSize);
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initPos.x = info->drawBounds->x;
initPos.y = info->drawBounds->y;
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realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);
defaultTileRect = Rect(0, 0, tileSize, tileSize);
calculateWorldViewCameraPos();
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}
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)
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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)
{
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const IImage * mark = graphics->heroMoveArrows->getImage(0);
mark->draw(targetSurf,realTileRect.x,realTileRect.y);
}
}
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->egdeImages[parent->edgeFrames[pos.x][pos.y][topTile.z]], nullptr, targetSurf, &destRect);
}
void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf)
{
//nothing to do here
}
void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
{
drawElement(EMapCacheType::HERO_FLAGS, source, sourceRect, targetSurf, destRect);
}
void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const
{
Rect dstRect(realTileRect);
drawElement(EMapCacheType::OBJECTS, source, sourceRect, targetSurf, &dstRect);
}
void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
{
auto & objects = tile.objects;
for(auto & object : objects)
{
if (object.fadeAnimKey >= 0)
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{
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;
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}
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const CGObjectInstance * obj = object.obj;
if (!obj)
{
logGlobal->errorStream() << "Stray map object that isn't fading";
continue;
}
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if (!canDrawObject(obj))
continue;
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auto objData = findObjectBitmap(obj, info->anim);
if (objData.objBitmap)
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{
Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize);
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drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
if (objData.flagBitmap)
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{
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);
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drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);
}
}
}
}
}
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void CMapHandler::CMapBlitter::drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const
{
if (tinfoUpper && tinfoUpper->roadType != ERoadType::NO_ROAD)
{
ui8 rotation = (tinfoUpper->extTileFlags >> 4) % 4;
Rect source(0, tileSize / 2, tileSize, tileSize / 2);
Rect dest(realPos.x, realPos.y, tileSize, tileSize / 2);
drawElement(EMapCacheType::ROADS, parent->roadImages[tinfoUpper->roadType - 1][tinfoUpper->roadDir][rotation],
&source, targetSurf, &dest);
}
if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
{
ui8 rotation = (tinfo.extTileFlags >> 4) % 4;
Rect source(0, 0, tileSize, halfTileSizeCeil);
Rect dest(realPos.x, realPos.y + tileSize / 2, tileSize, tileSize / 2);
drawElement(EMapCacheType::ROADS, parent->roadImages[tinfo.roadType - 1][tinfo.roadDir][rotation],
&source, targetSurf, &dest);
}
}
void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const
{
Rect destRect(realTileRect);
ui8 rotation = (tinfo.extTileFlags >> 2) % 4;
drawElement(EMapCacheType::RIVERS, parent->riverImages[tinfo.riverType-1][tinfo.riverDir][rotation],nullptr, targetSurf, &destRect);
}
void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const
{
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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
const IImage * image = nullptr;
if (retBitmapID >= 0)
image = parent->FoWpartialHide.at(retBitmapID);
else
image = parent->FoWfullHide.at(-retBitmapID - 1);
Rect destRect(realTileRect);
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drawElement(EMapCacheType::FOW, image, nullptr, targetSurf, &destRect);
}
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;
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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;
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if(isVisible || info->showAllTerrain)
{
drawTileTerrain(targetSurf, tinfo, tile);
if (tinfo.riverType)
drawRiver(targetSurf, tinfo);
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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);
}
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else
{
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
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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);
}
}
}
}
}
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drawOverlayEx(targetSurf);
// drawDebugGrid()
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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)
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{
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);
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}
}
}
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)
std::shared_ptr<CAnimation> animation;
if (hero->boat)
animation = graphics->boatAnimations[hero->boat->subID];
else
animation = graphics->heroAnimations[hero->appearance.animationFile];
bool moving = !hero->isStanding;
int group = getHeroFrameGroup(hero->moveDir, moving);
if(animation->size(group) > 0)
{
int frame = anim % animation->size(group);
IImage * heroImage = animation->getImage(frame, group);
//get flag overlay only if we have main image
IImage * flagImage = findFlagBitmap(hero, anim, &hero->tempOwner, group);
return CMapHandler::AnimBitmapHolder(heroImage, flagImage, moving);
}
}
return CMapHandler::AnimBitmapHolder();
}
CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const
{
auto animation = graphics->boatAnimations.at(boat->subID);
int group = getHeroFrameGroup(boat->direction, false);
if(animation->size(group) > 0)
return CMapHandler::AnimBitmapHolder(animation->getImage(anim % animation->size(group), group));
else
return CMapHandler::AnimBitmapHolder();
}
IImage * CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
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{
if (!hero)
return nullptr;
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if (hero->boat)
return findBoatFlagBitmap(hero->boat, anim, color, group, hero->moveDir);
return findHeroFlagBitmap(hero, anim, color, group);
}
IImage * CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
{
return findFlagBitmapInternal(graphics->heroFlagAnimations.at(color->getNum()), anim, group, hero->moveDir, !hero->isStanding);
}
IImage * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int group, ui8 dir) const
{
int boatType = boat->subID;
if(boatType < 0 || boatType >= graphics->boatFlagAnimations.size())
{
logGlobal->errorStream() << "Not supported boat subtype: " << boat->subID;
return nullptr;
}
const auto & subtypeFlags = graphics->boatFlagAnimations.at(boatType);
int colorIndex = color->getNum();
if(colorIndex < 0 || colorIndex >= subtypeFlags.size())
{
logGlobal->errorStream() << "Invalid player color " << colorIndex;
return nullptr;
}
return findFlagBitmapInternal(subtypeFlags.at(colorIndex), anim, group, dir, false);
}
IImage * CMapHandler::CMapBlitter::findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const
{
if(moving)
return animation->getImage(anim % animation->size(group), group);
else
return animation->getImage((anim / 4) % animation->size(group), group);
}
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);
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// normal object
std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);
IImage * bitmap = animation->getImage((anim + getPhaseShift(obj)) % animation->size());
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bitmap->setFlagColor(obj->tempOwner);
return CMapHandler::AnimBitmapHolder(bitmap);
}
ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const
{
auto i = parent->animationPhase.find(object);
if(i == parent->animationPhase.end())
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{
ui8 ret = CRandomGenerator::getDefault().nextInt(254);
parent->animationPhase[object] = ret;
return ret;
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}
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();
}
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ui8 CMapHandler::CMapBlitter::getHeroFrameGroup(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];
}
}
bool CMapHandler::updateObjectsFade()
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{
for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); )
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{
int3 pos = (*iter).second.first;
CFadeAnimation * anim = (*iter).second.second;
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anim->update();
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if (anim->isFading())
++iter;
else // fade finished
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{
auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
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{
if ((*objIter).fadeAnimKey == (*iter).first)
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{
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;
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}
}
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delete (*iter).second.second;
iter = fadeAnims.erase(iter);
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}
}
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return !fadeAnims.empty();
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}
bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
{
SDL_Surface * fadeBitmap;
assert(obj.obj);
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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;
}
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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);
objData.objBitmap->draw(fadeBitmap,0,0,&objSrcRect);
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);
objData.flagBitmap->draw(fadeBitmap,0,0, &flagSrcRect);
}
}
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;
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logAnim->traceStream() << "Fade anim started for obj " << obj.obj->ID
<< " at " << pos << "; anim count: " << fadeAnims.size();
return true;
}
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return false;
}
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bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = false */)
{
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auto animation = graphics->getAnimation(obj);
if(!animation)
return false;
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IImage * bitmap = animation->getImage(0);
if(!bitmap)
return false;
const int tilesW = bitmap->width()/32;
const int tilesH = bitmap->height()/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;
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TerrainTileObject toAdd(obj, cr);
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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);
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TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z];
if (fadein && ADVOPT.objectFading)
{
startObjectFade(toAdd, true, pos);
}
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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);
}
}
}
return true;
}
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bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
{
//optimized version which reveals weird bugs with missing def name
//auto pos = obj->pos;
//for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--)
//{
// for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--)
// {
// int3 t(i, j, pos.z);
// if (!map->isInTheMap(t))
// continue;
// auto &objs = ttiles[i][j][pos.z].objects;
// for (size_t x = 0; x < objs.size(); x++)
// {
// auto ourObj = objs[x].obj;
// if (ourObj && ourObj->id == obj->id)
// {
// if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
// {
// if (startObjectFade(objs[x], false, t))
// objs[x].obj = nullptr; //set original pointer to null
// else
// objs.erase(objs.begin() + x);
// }
// else
// objs.erase(objs.begin() + x);
// break;
// }
// }
// }
//}
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);
}
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else
objs.erase(objs.begin() + x);
break;
}
}
}
}
}
return true;
}
bool CMapHandler::canStartHeroMovement()
{
return fadeAnims.empty(); // don't allow movement during fade animation
}
void CMapHandler::updateWater() //shift colors in palettes of water tiles
{
for(auto & elem : terrainImages[7])
{
for(IImage * img : elem)
img->shiftPalette(246, 9);
}
for(auto & elem : terrainImages[8])
{
for(IImage * img : elem)
{
img->shiftPalette(229, 12);
img->shiftPalette(242, 14);
}
}
for(auto & elem : riverImages[0])
{
for(IImage * img : elem)
{
img->shiftPalette(183, 12);
img->shiftPalette(195, 6);
}
}
for(auto & elem : riverImages[2])
{
for(IImage * img : elem)
{
img->shiftPalette(228, 12);
img->shiftPalette(183, 6);
img->shiftPalette(240, 6);
}
}
for(auto & elem : riverImages[3])
{
for(IImage * img : elem)
img->shiftPalette(240, 9);
}
}
CMapHandler::~CMapHandler()
{
delete normalBlitter;
delete worldViewBlitter;
delete puzzleViewBlitter;
for (auto & elem : fadeAnims)
{
delete elem.second.second;
}
}
CMapHandler::CMapHandler()
{
frameW = frameH = 0;
normalBlitter = new CMapNormalBlitter(this);
worldViewBlitter = new CMapWorldViewBlitter(this);
puzzleViewBlitter = new CMapPuzzleViewBlitter(this);
fadeAnimCounter = 0;
egdeAnimation = make_unique<CAnimation>("EDG");
egdeAnimation->preload();
}
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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)
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{
if(elem.obj && elem.obj->ID == Obj::HOLE) //Hole
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{
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out = elem.obj->getObjectName();
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return;
}
}
if(t.hasFavorableWinds())
out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
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else if(terName)
{
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out = CGI->generaltexth->terrainNames[t.terType];
if(t.getDiggingStatus(false) == EDiggingStatus::CAN_DIG)
{
out = boost::str(boost::format("%s %s") % out % CGI->generaltexth->allTexts[330]); /// digging ok
}
}
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}
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void CMapHandler::discardWorldViewCache()
{
cache.discardWorldViewCache();
}
void CMapHandler::CMapCache::discardWorldViewCache()
{
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for (auto & cache : data)
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{
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for (auto &cacheEntryPair : cache)
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{
if (cacheEntryPair.second)
{
SDL_FreeSurface(cacheEntryPair.second);
}
}
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cache.clear();
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}
logGlobal->debugStream() << "Discarded world view cache";
}
void CMapHandler::CMapCache::updateWorldViewScale(float scale)
{
if (fabs(scale - worldViewCachedScale) > 0.001f)
discardWorldViewCache();
worldViewCachedScale = scale;
}
SDL_Surface * CMapHandler::CMapCache::requestWorldViewCache(CMapHandler::EMapCacheType type, intptr_t key)
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{
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auto iter = data[(ui8)type].find(key);
if (iter == data[(ui8)type].end())
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return nullptr;
return (*iter).second;
}
SDL_Surface * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, intptr_t key, SDL_Surface * fullSurface, float scale)
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{
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]);
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return cacheWorldViewEntry(type, key, scaled);
}
SDL_Surface * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, intptr_t key,const IImage * fullSurface, float scale)
{
auto cached = requestWorldViewCache(type, key);
if (cached)
return cached;
auto scaled = fullSurface->scaleFast(scale);
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data[(ui8)type][key] = scaled;
return scaled;
}
SDL_Surface *CMapHandler::CMapCache::cacheWorldViewEntry(CMapHandler::EMapCacheType type, intptr_t key, SDL_Surface * entry)
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{
if (!entry)
return nullptr;
if (requestWorldViewCache(type, key)) // valid cache already present, no need to do it again
return requestWorldViewCache(type, key);
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data[(ui8)type][key] = entry;
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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?
}
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()
{
}