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vcmi/client/mapView/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 "IMapRendererObserver.h"
#include "mapHandler.h"
#include "../CCallback.h"
#include "../CGameInfo.h"
#include "../CPlayerInterface.h"
#include "../gui/CGuiHandler.h"
#include "../../lib/CGeneralTextHandler.h"
#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()
{
for(auto * observer : observers)
{
if (observer->hasOngoingAnimations())
observer->waitForOngoingAnimations();
}
}
void CMapHandler::endNetwork()
{
for(auto * observer : observers)
observer->endNetwork();
}
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);
std::string result = t.terType->getNameTranslated();
for(const auto & object : map->objects)
{
if(object && object->coveringAt(pos.x, pos.y) && object->pos.z == pos.z && object->isTile2Terrain())
{
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)
{
//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);
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())
{
int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
if(b->blockingAt(testTarget.x, testTarget.y))
bBlocksA += 1;
}
for(const auto & bOffset : b->getBlockedOffsets())
{
int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
if(a->blockingAt(testTarget.x, testTarget.y))
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
if(a->pos.y != b->pos.y)
return a->pos.y < b->pos.y;
// 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);
}