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vcmi/mapeditor/maphandler.cpp

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#include "StdInc.h"
#include "maphandler.h"
#include "../lib/mapping/CMap.h"
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const int tileSize = 32;
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MapHandler::MapHandler(const CMap * Map):
map(Map), surface(Map->width * tileSize, Map->height * tileSize), painter(&surface)
{
init();
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}
void MapHandler::init()
{
//sizes of terrain
sizes.x = map->width;
sizes.y = map->height;
sizes.z = map->twoLevel ? 2 : 1;
initTerrainGraphics();
logGlobal->info("\tPreparing terrain, roads, rivers, borders");
initObjectRects();
logGlobal->info("\tMaking object rects");
}
void MapHandler::initTerrainGraphics()
{
static const std::map<std::string, std::string> ROAD_FILES =
{
{ROAD_NAMES[1], "dirtrd"},
{ROAD_NAMES[2], "gravrd"},
{ROAD_NAMES[3], "cobbrd"}
};
static const std::map<std::string, std::string> RIVER_FILES =
{
{RIVER_NAMES[1], "clrrvr"},
{RIVER_NAMES[2], "icyrvr"},
{RIVER_NAMES[3], "mudrvr"},
{RIVER_NAMES[4], "lavrvr"}
};
auto loadFlipped = [](TFlippedAnimations & animation, TFlippedCache & cache, const std::map<std::string, std::string> & files)
{
//no rotation and basic setup
for(auto & type : files)
{
animation[type.first][0] = make_unique<Animation>(type.second);
animation[type.first][0]->preload();
const size_t views = animation[type.first][0]->size(0);
cache[type.first].resize(views);
for(int j = 0; j < views; j++)
cache[type.first][j][0] = animation[type.first][0]->getImage(j);
}
for(int rotation = 1; rotation < 4; rotation++)
{
for(auto & type : files)
{
animation[type.first][rotation] = make_unique<Animation>(type.second);
animation[type.first][rotation]->preload();
const size_t views = animation[type.first][rotation]->size(0);
for(int j = 0; j < views; j++)
{
auto image = animation[type.first][rotation]->getImage(j);
//if(rotation == 2 || rotation == 3)
//image->horizontalFlip();
//if(rotation == 1 || rotation == 3)
//image->verticalFlip();
cache[type.first][j][rotation] = image;
}
}
}
};
std::map<std::string, std::string> terrainFiles;
for(auto & terrain : Terrain::Manager::terrains())
{
terrainFiles[terrain] = Terrain::Manager::getInfo(terrain).tilesFilename;
}
loadFlipped(terrainAnimations, terrainImages, terrainFiles);
loadFlipped(roadAnimations, roadImages, ROAD_FILES);
loadFlipped(riverAnimations, riverImages, RIVER_FILES);
}
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void MapHandler::drawTerrainTile(int x, int y, const TerrainTile & tinfo)
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{
//Rect destRect(realTileRect);
ui8 rotation = tinfo.extTileFlags % 4;
if(terrainImages.at(tinfo.terType).size() <= tinfo.terView)
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return;
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painter.drawImage(x * tileSize, y * tileSize, *terrainImages.at(tinfo.terType)[tinfo.terView][rotation]);
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}
void MapHandler::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<Animation> animation = graphics->getAnimation(obj);
//no animation at all
if(!animation)
continue;
//empty animation
if(animation->size(0) == 0)
continue;
auto 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;
TerrainTileObject toAdd(obj, cr, obj->visitableAt(currTile.x, currTile.y));
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);
}
}
}*/
}