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# pragma once
# include "../lib/int3.h"
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# include "../lib/spells/ViewSpellInt.h"
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# include "gui/Geometries.h"
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# include "SDL.h"
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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
*
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*/
class CGObjectInstance ;
class CGHeroInstance ;
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class CGBoat ;
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class CMap ;
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class CGDefInfo ;
class CDefHandler ;
struct TerrainTile ;
struct SDL_Surface ;
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struct SDL_Rect ;
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class CDefEssential ;
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class CAnimation ;
class IImage ;
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class CFadeAnimation ;
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class PlayerColor ;
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enum class EWorldViewIcon
{
TOWN = 0 ,
HERO ,
ARTIFACT ,
TELEPORT ,
GATE ,
MINE_WOOD ,
MINE_MERCURY ,
MINE_STONE ,
MINE_SULFUR ,
MINE_CRYSTAL ,
MINE_GEM ,
MINE_GOLD ,
RES_WOOD ,
RES_MERCURY ,
RES_STONE ,
RES_SULFUR ,
RES_CRYSTAL ,
RES_GEM ,
RES_GOLD ,
} ;
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enum class EMapObjectFadingType
{
NONE ,
IN ,
OUT
} ;
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enum class EMapAnimRedrawStatus
{
OK ,
REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
} ;
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struct TerrainTileObject
{
const CGObjectInstance * obj ;
SDL_Rect rect ;
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int fadeAnimKey ;
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TerrainTileObject ( const CGObjectInstance * obj_ , SDL_Rect rect_ ) ;
~ TerrainTileObject ( ) ;
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} ;
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struct TerrainTile2
{
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SDL_Surface * terbitmap ; //bitmap of terrain
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std : : vector < TerrainTileObject > objects ; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
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TerrainTile2 ( ) ;
} ;
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struct MapDrawingInfo
{
bool scaled ;
int3 & topTile ; // top-left tile in viewport [in tiles]
const std : : vector < std : : vector < std : : vector < ui8 > > > * visibilityMap ;
SDL_Rect * drawBounds ; // map rect drawing bounds on screen
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std : : shared_ptr < CAnimation > icons ; // holds overlay icons for world view mode
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float scale ; // map scale for world view mode (only if scaled == true)
bool otherheroAnim ;
ui8 anim ;
ui8 heroAnim ;
int3 movement ; // used for smooth map movement
bool puzzleMode ;
int3 grailPos ; // location of grail for puzzle mode [in tiles]
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const std : : vector < ObjectPosInfo > * additionalIcons ;
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bool showAllTerrain ; //for expert viewEarth
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MapDrawingInfo ( int3 & topTile_ , const std : : vector < std : : vector < std : : vector < ui8 > > > * visibilityMap_ , SDL_Rect * drawBounds_ , std : : shared_ptr < CAnimation > icons_ = nullptr )
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: scaled ( false ) ,
topTile ( topTile_ ) ,
visibilityMap ( visibilityMap_ ) ,
drawBounds ( drawBounds_ ) ,
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icons ( icons_ ) ,
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scale ( 1.0f ) ,
otherheroAnim ( false ) ,
anim ( 0u ) ,
heroAnim ( 0u ) ,
movement ( int3 ( ) ) ,
puzzleMode ( false ) ,
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grailPos ( int3 ( ) ) ,
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additionalIcons ( nullptr ) ,
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showAllTerrain ( false )
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{ }
ui8 getHeroAnim ( ) const { return otherheroAnim ? anim : heroAnim ; }
} ;
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template < typename T > class PseudoV
{
public :
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PseudoV ( ) : offset ( 0 ) { }
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inline T & operator [ ] ( const int & n )
{
return inver [ n + offset ] ;
}
inline const T & operator [ ] ( const int & n ) const
{
return inver [ n + offset ] ;
}
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void resize ( int rest , int before , int after )
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{
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inver . resize ( before + rest + after ) ;
offset = before ;
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}
int size ( ) const
{
return inver . size ( ) ;
}
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private :
int offset ;
std : : vector < T > inver ;
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} ;
class CMapHandler
{
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enum class EMapCacheType : ui8
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{
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TERRAIN , OBJECTS , ROADS , RIVERS , FOW , HEROES , HERO_FLAGS , FRAME , AFTER_LAST
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} ;
/// temporarily caches rescaled sdl surfaces for map world view redrawing
class CMapCache
{
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std : : array < std : : map < intptr_t , SDL_Surface * > , ( ui8 ) EMapCacheType : : AFTER_LAST > data ;
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float worldViewCachedScale ;
public :
/// destroys all cached data (frees surfaces)
void discardWorldViewCache ( ) ;
/// updates scale and determines if currently cached data is still valid
void updateWorldViewScale ( float scale ) ;
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void removeFromWorldViewCache ( EMapCacheType type , intptr_t key ) ;
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/// asks for cached data; @returns cached surface or nullptr if data is not in cache
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SDL_Surface * requestWorldViewCache ( EMapCacheType type , intptr_t key ) ;
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/// asks for cached data; @returns cached data if found, new scaled surface otherwise
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SDL_Surface * requestWorldViewCacheOrCreate ( EMapCacheType type , intptr_t key , SDL_Surface * fullSurface , float scale ) ;
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SDL_Surface * requestWorldViewCacheOrCreate ( EMapCacheType type , intptr_t key , const IImage * fullSurface , float scale ) ;
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SDL_Surface * cacheWorldViewEntry ( EMapCacheType type , intptr_t key , SDL_Surface * entry ) ;
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intptr_t genKey ( intptr_t realPtr , ui8 mod ) ;
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} ;
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/// helper struct to pass around resolved bitmaps of an object; surfaces can be nullptr if object doesn't have bitmap of that type
struct AnimBitmapHolder
{
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IImage * objBitmap ; // main object bitmap
IImage * flagBitmap ; // flag bitmap for the object (probably only for heroes and boats with heroes)
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bool isMoving ; // indicates if the object is moving (again, heroes/boats only)
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AnimBitmapHolder ( IImage * objBitmap_ = nullptr , IImage * flagBitmap_ = nullptr , bool moving = false )
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: objBitmap ( objBitmap_ ) ,
flagBitmap ( flagBitmap_ ) ,
isMoving ( moving )
{ }
} ;
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class CMapBlitter
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{
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protected :
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const int FRAMES_PER_MOVE_ANIM_GROUP = 8 ;
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CMapHandler * parent ; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
int tileSize ; // size of a tile drawn on map [in pixels]
int halfTileSizeCeil ; // half of the tile size, rounded up
int3 tileCount ; // number of tiles in current viewport
int3 topTile ; // top-left tile of the viewport
int3 initPos ; // starting drawing position [in pixels]
int3 pos ; // current position [in tiles]
int3 realPos ; // current position [in pixels]
Rect realTileRect ; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
Rect defaultTileRect ; // default rect based on 0: [0, 0, tileSize, tileSize]
const MapDrawingInfo * info ; // data for drawing passed from outside
/// general drawing method, called internally by more specialized ones
virtual void drawElement ( EMapCacheType cacheType , SDL_Surface * sourceSurf , SDL_Rect * sourceRect ,
SDL_Surface * targetSurf , SDL_Rect * destRect , bool alphaBlit = false , ui8 rotationInfo = 0u ) const = 0 ;
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//todo: support rotation
virtual void drawElement ( EMapCacheType cacheType , const IImage * source , SDL_Rect * sourceRect , SDL_Surface * targetSurf , SDL_Rect * destRect ) const = 0 ;
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// first drawing pass
/// draws terrain bitmap (or custom bitmap if applicable) on current tile
virtual void drawTileTerrain ( SDL_Surface * targetSurf , const TerrainTile & tinfo , const TerrainTile2 & tile ) const ;
/// draws a river segment on current tile
virtual void drawRiver ( SDL_Surface * targetSurf , const TerrainTile & tinfo ) const ;
/// draws a road segment on current tile
virtual void drawRoad ( SDL_Surface * targetSurf , const TerrainTile & tinfo , const TerrainTile * tinfoUpper ) const ;
/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
virtual void drawObjects ( SDL_Surface * targetSurf , const TerrainTile2 & tile ) const ;
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virtual void drawObject ( SDL_Surface * targetSurf , const IImage * source , SDL_Rect * sourceRect , bool moving ) const ;
virtual void drawHeroFlag ( SDL_Surface * targetSurf , const IImage * source , SDL_Rect * sourceRect , SDL_Rect * destRect , bool moving ) const ;
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// second drawing pass
/// current tile: draws overlay over the map, used to draw world view icons
virtual void drawTileOverlay ( SDL_Surface * targetSurf , const TerrainTile2 & tile ) const = 0 ;
/// draws fog of war on current tile
virtual void drawFow ( SDL_Surface * targetSurf ) const ;
/// draws map border frame on current position
virtual void drawFrame ( SDL_Surface * targetSurf ) const ;
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/// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
virtual void drawOverlayEx ( SDL_Surface * targetSurf ) ;
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// third drawing pass
/// custom post-processing, if needed (used by puzzle view)
virtual void postProcessing ( SDL_Surface * targetSurf ) const { }
// misc methods
/// initializes frame-drawing (called at the start of every redraw)
virtual void init ( const MapDrawingInfo * drawingInfo ) = 0 ;
/// calculates clip region for map viewport
virtual SDL_Rect clip ( SDL_Surface * targetSurf ) const = 0 ;
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virtual ui8 getHeroFrameGroup ( ui8 dir , bool isMoving ) const ;
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virtual ui8 getPhaseShift ( const CGObjectInstance * object ) const ;
virtual bool canDrawObject ( const CGObjectInstance * obj ) const ;
virtual bool canDrawCurrentTile ( ) const ;
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// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
AnimBitmapHolder findHeroBitmap ( const CGHeroInstance * hero , int anim ) const ;
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AnimBitmapHolder findBoatBitmap ( const CGBoat * hero , int anim ) const ;
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IImage * findFlagBitmap ( const CGHeroInstance * obj , int anim , const PlayerColor * color , int group ) const ;
IImage * findHeroFlagBitmap ( const CGHeroInstance * obj , int anim , const PlayerColor * color , int group ) const ;
IImage * findBoatFlagBitmap ( const CGBoat * obj , int anim , const PlayerColor * color , int group , ui8 dir ) const ;
IImage * findFlagBitmapInternal ( std : : shared_ptr < CAnimation > animation , int anim , int group , ui8 dir , bool moving ) const ;
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public :
CMapBlitter ( CMapHandler * p ) : parent ( p ) { }
virtual ~ CMapBlitter ( ) { }
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void blit ( SDL_Surface * targetSurf , const MapDrawingInfo * info ) ;
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/// helper method that chooses correct bitmap(s) for given object
AnimBitmapHolder findObjectBitmap ( const CGObjectInstance * obj , int anim ) const ;
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} ;
class CMapNormalBlitter : public CMapBlitter
{
protected :
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void drawElement ( EMapCacheType cacheType , SDL_Surface * sourceSurf , SDL_Rect * sourceRect ,
SDL_Surface * targetSurf , SDL_Rect * destRect , bool alphaBlit = false , ui8 rotationInfo = 0u ) const override ;
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void drawElement ( EMapCacheType cacheType , const IImage * source , SDL_Rect * sourceRect , SDL_Surface * targetSurf , SDL_Rect * destRect ) const override ;
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void drawTileOverlay ( SDL_Surface * targetSurf , const TerrainTile2 & tile ) const override { }
void init ( const MapDrawingInfo * info ) override ;
SDL_Rect clip ( SDL_Surface * targetSurf ) const override ;
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public :
CMapNormalBlitter ( CMapHandler * parent ) ;
virtual ~ CMapNormalBlitter ( ) { }
} ;
class CMapWorldViewBlitter : public CMapBlitter
{
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private :
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IImage * objectToIcon ( Obj id , si32 subId , PlayerColor owner ) const ;
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protected :
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void drawElement ( EMapCacheType cacheType , SDL_Surface * sourceSurf , SDL_Rect * sourceRect ,
SDL_Surface * targetSurf , SDL_Rect * destRect , bool alphaBlit = false , ui8 rotationInfo = 0u ) const override ;
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void drawElement ( EMapCacheType cacheType , const IImage * source , SDL_Rect * sourceRect , SDL_Surface * targetSurf , SDL_Rect * destRect ) const override ;
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void drawTileOverlay ( SDL_Surface * targetSurf , const TerrainTile2 & tile ) const override ;
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void drawHeroFlag ( SDL_Surface * targetSurf , const IImage * source , SDL_Rect * sourceRect , SDL_Rect * destRect , bool moving ) const override ;
void drawObject ( SDL_Surface * targetSurf , const IImage * source , SDL_Rect * sourceRect , bool moving ) const override ;
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void drawFrame ( SDL_Surface * targetSurf ) const override { }
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void drawOverlayEx ( SDL_Surface * targetSurf ) override ;
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void init ( const MapDrawingInfo * info ) override ;
SDL_Rect clip ( SDL_Surface * targetSurf ) const override ;
ui8 getPhaseShift ( const CGObjectInstance * object ) const override { return 0u ; }
void drawScaledRotatedElement ( EMapCacheType type , SDL_Surface * baseSurf , SDL_Surface * targetSurf , ui8 rotation ,
float scale , SDL_Rect * dstRect , SDL_Rect * srcRect = nullptr ) const ;
void calculateWorldViewCameraPos ( ) ;
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public :
CMapWorldViewBlitter ( CMapHandler * parent ) ;
virtual ~ CMapWorldViewBlitter ( ) { }
} ;
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class CMapPuzzleViewBlitter : public CMapNormalBlitter
{
std : : vector < int > unblittableObjects ;
void drawObjects ( SDL_Surface * targetSurf , const TerrainTile2 & tile ) const override ;
void drawFow ( SDL_Surface * targetSurf ) const override { } // skipping FoW in puzzle view
void postProcessing ( SDL_Surface * targetSurf ) const override ;
bool canDrawObject ( const CGObjectInstance * obj ) const override ;
bool canDrawCurrentTile ( ) const override { return true ; }
public :
CMapPuzzleViewBlitter ( CMapHandler * parent ) ;
} ;
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CMapCache cache ;
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CMapBlitter * normalBlitter ;
CMapBlitter * worldViewBlitter ;
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CMapBlitter * puzzleViewBlitter ;
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std : : map < int , std : : pair < int3 , CFadeAnimation * > > fadeAnims ;
int fadeAnimCounter ;
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CMapBlitter * resolveBlitter ( const MapDrawingInfo * info ) const ;
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bool updateObjectsFade ( ) ;
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bool startObjectFade ( TerrainTileObject & obj , bool in , int3 pos ) ;
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public :
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PseudoV < PseudoV < PseudoV < TerrainTile2 > > > ttiles ; //informations about map tiles
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int3 sizes ; //map size (x = width, y = height, z = number of levels)
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const CMap * map ;
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// Max number of tiles that will fit in the map screen. Tiles
// can be partial on each edges.
int tilesW ;
int tilesH ;
// size of each side of the frame around the whole map, in tiles
int frameH ;
int frameW ;
// Coord in pixels of the top left corner of the top left tile to
// draw. Values range is [-31..0]. A negative value
// implies that part of the tile won't be displayed.
int offsetX ;
int offsetY ;
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//Fog of War cache (not owned)
std : : vector < const IImage * > FoWfullHide ;
std : : vector < const IImage * > FoWpartialHide ;
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std : : vector < std : : vector < SDL_Surface * > > terrainGraphics ; // [terrain id] [view type] [rotation type]
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std : : vector < CDefEssential * > roadDefs ;
std : : vector < CDefEssential * > staticRiverDefs ;
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std : : vector < std : : vector < std : : vector < ui8 > > > hideBitmap ; //specifies number of graphic that should be used to fully hide a tile
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mutable std : : map < const CGObjectInstance * , ui8 > animationPhase ;
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CMapHandler ( ) ; //c-tor
~ CMapHandler ( ) ; //d-tor
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void getTerrainDescr ( const int3 & pos , std : : string & out , bool terName ) ; //if tername == false => empty string when tile is clear
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CGObjectInstance * createObject ( int id , int subid , int3 pos , int owner = 254 ) ; //creates a new object with a certain id and subid
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bool printObject ( const CGObjectInstance * obj , bool fadein = false ) ; //puts appropriate things to tiles, so obj will be visible on map
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bool hideObject ( const CGObjectInstance * obj , bool fadeout = false ) ; //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
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bool removeObject ( CGObjectInstance * obj , bool fadeout = false ) ; //removes object from each place in VCMI (I hope)
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void init ( ) ;
void calculateBlockedPos ( ) ;
void initObjectRects ( ) ;
void borderAndTerrainBitmapInit ( ) ;
void roadsRiverTerrainInit ( ) ;
void prepareFOWDefs ( ) ;
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EMapAnimRedrawStatus drawTerrainRectNew ( SDL_Surface * targetSurface , const MapDrawingInfo * info , bool redrawOnlyAnim = false ) ;
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void updateWater ( ) ;
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/// determines if the map is ready to handle new hero movement (not available during fading animations)
bool canStartHeroMovement ( ) ;
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void discardWorldViewCache ( ) ;
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static bool compareObjectBlitOrder ( const CGObjectInstance * a , const CGObjectInstance * b ) ;
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} ;