2023-10-19 16:19:09 +02:00
|
|
|
/*
|
|
|
|
* 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 "IMapRendererObserver.h"
|
|
|
|
#include "mapHandler.h"
|
|
|
|
|
|
|
|
#include "../CCallback.h"
|
|
|
|
#include "../CGameInfo.h"
|
|
|
|
#include "../CPlayerInterface.h"
|
|
|
|
#include "../gui/CGuiHandler.h"
|
|
|
|
|
2024-07-20 14:55:17 +02:00
|
|
|
#include "../../lib/texts/CGeneralTextHandler.h"
|
2023-10-19 16:19:09 +02:00
|
|
|
#include "../../lib/TerrainHandler.h"
|
|
|
|
#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
|
|
|
|
#include "../../lib/mapObjects/CGHeroInstance.h"
|
|
|
|
#include "../../lib/mapObjects/ObjectTemplate.h"
|
|
|
|
#include "../../lib/mapping/CMap.h"
|
|
|
|
|
|
|
|
bool CMapHandler::hasOngoingAnimations()
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
if(observer->hasOngoingAnimations())
|
|
|
|
return true;
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::waitForOngoingAnimations()
|
|
|
|
{
|
2024-05-18 14:15:48 +02:00
|
|
|
for(auto * observer : observers)
|
2023-10-19 16:19:09 +02:00
|
|
|
{
|
2024-05-18 14:15:48 +02:00
|
|
|
if (observer->hasOngoingAnimations())
|
|
|
|
observer->waitForOngoingAnimations();
|
2023-10-19 16:19:09 +02:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2024-05-18 14:15:48 +02:00
|
|
|
void CMapHandler::endNetwork()
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->endNetwork();
|
|
|
|
}
|
|
|
|
|
2023-10-19 16:19:09 +02:00
|
|
|
std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
|
|
|
|
{
|
|
|
|
const TerrainTile & t = map->getTile(pos);
|
|
|
|
|
|
|
|
if(t.hasFavorableWinds())
|
|
|
|
return CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
|
|
|
|
|
2024-07-13 20:37:13 +02:00
|
|
|
std::string result = t.getTerrain()->getNameTranslated();
|
2023-10-19 16:19:09 +02:00
|
|
|
|
|
|
|
for(const auto & object : map->objects)
|
|
|
|
{
|
2024-10-02 18:40:06 +02:00
|
|
|
if(object && object->coveringAt(pos) && object->isTile2Terrain())
|
2023-10-19 16:19:09 +02:00
|
|
|
{
|
|
|
|
result = object->getObjectName();
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if(LOCPLINT->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
|
|
|
|
{
|
|
|
|
return boost::str(
|
|
|
|
boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
|
|
|
|
% result % CGI->generaltexth->allTexts[330]
|
|
|
|
); // 'digging ok'
|
|
|
|
}
|
|
|
|
|
|
|
|
return result;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
|
|
|
|
{
|
2023-11-07 18:32:40 +02:00
|
|
|
//FIXME: Optimize
|
|
|
|
// this method is called A LOT on game start and some parts, e.g. for loops are too slow for that
|
|
|
|
|
|
|
|
assert(a && b);
|
2023-10-19 16:19:09 +02:00
|
|
|
if(!a)
|
|
|
|
return true;
|
|
|
|
if(!b)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// Background objects will always be placed below foreground objects
|
|
|
|
if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
|
|
|
|
{
|
|
|
|
if(a->appearance->printPriority != b->appearance->printPriority)
|
|
|
|
return a->appearance->printPriority > b->appearance->printPriority;
|
|
|
|
|
|
|
|
//Two background objects will be placed based on their placement order on map
|
|
|
|
return a->id < b->id;
|
|
|
|
}
|
|
|
|
|
|
|
|
int aBlocksB = 0;
|
|
|
|
int bBlocksA = 0;
|
|
|
|
|
|
|
|
for(const auto & aOffset : a->getBlockedOffsets())
|
|
|
|
{
|
2024-10-02 18:40:06 +02:00
|
|
|
int3 testTarget = a->anchorPos() + aOffset + int3(0, 1, 0);
|
|
|
|
if(b->blockingAt(testTarget))
|
2023-10-19 16:19:09 +02:00
|
|
|
bBlocksA += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
for(const auto & bOffset : b->getBlockedOffsets())
|
|
|
|
{
|
2024-10-02 18:40:06 +02:00
|
|
|
int3 testTarget = b->anchorPos() + bOffset + int3(0, 1, 0);
|
|
|
|
if(a->blockingAt(testTarget))
|
2023-10-19 16:19:09 +02:00
|
|
|
aBlocksB += 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
|
|
|
|
// For example if blockmap of two objects looks like this:
|
|
|
|
// ABB
|
|
|
|
// AAB
|
|
|
|
// Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
|
|
|
|
// Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
|
|
|
|
// In this scenario in H3 object A will always appear above object B, irregardless of H3M order
|
|
|
|
if(aBlocksB != bBlocksA)
|
|
|
|
return aBlocksB < bBlocksA;
|
|
|
|
|
|
|
|
// object that don't have clear priority via tile blocking will appear based on their row
|
2024-10-02 18:40:06 +02:00
|
|
|
if(a->anchorPos().y != b->anchorPos().y)
|
|
|
|
return a->anchorPos().y < b->anchorPos().y;
|
2023-10-19 16:19:09 +02:00
|
|
|
|
|
|
|
// heroes should appear on top of objects on the same tile
|
|
|
|
if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
|
|
|
|
return true;
|
|
|
|
if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
|
|
|
|
return false;
|
|
|
|
|
|
|
|
// or, if all other tests fail to determine priority - simply based on H3M order
|
|
|
|
return a->id < b->id;
|
|
|
|
}
|
|
|
|
|
|
|
|
CMapHandler::CMapHandler(const CMap * map)
|
|
|
|
: map(map)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
const CMap * CMapHandler::getMap()
|
|
|
|
{
|
|
|
|
return map;
|
|
|
|
}
|
|
|
|
|
|
|
|
bool CMapHandler::isInMap(const int3 & tile)
|
|
|
|
{
|
|
|
|
return map->isInTheMap(tile);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onObjectFadeIn(obj, initiator);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onObjectFadeOut(obj, initiator);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onBeforeHeroEmbark(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onAfterHeroEmbark(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onBeforeHeroDisembark(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onAfterHeroDisembark(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onObjectInstantAdd(obj, initiator);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
|
|
|
|
{
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onObjectInstantRemove(obj, initiator);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
assert(obj->pos == dest);
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onAfterHeroTeleported(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
assert(obj->pos == from);
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onBeforeHeroTeleported(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
|
|
|
|
{
|
|
|
|
assert(obj->pos == dest);
|
|
|
|
for(auto * observer : observers)
|
|
|
|
observer->onHeroMoved(obj, from, dest);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::addMapObserver(IMapObjectObserver * object)
|
|
|
|
{
|
|
|
|
observers.push_back(object);
|
|
|
|
}
|
|
|
|
|
|
|
|
void CMapHandler::removeMapObserver(IMapObjectObserver * object)
|
|
|
|
{
|
|
|
|
vstd::erase(observers, object);
|
|
|
|
}
|
|
|
|
|
|
|
|
IMapObjectObserver::IMapObjectObserver()
|
|
|
|
{
|
|
|
|
CGI->mh->addMapObserver(this);
|
|
|
|
}
|
|
|
|
|
|
|
|
IMapObjectObserver::~IMapObjectObserver()
|
|
|
|
{
|
|
|
|
if (CGI && CGI->mh)
|
|
|
|
CGI->mh->removeMapObserver(this);
|
|
|
|
}
|