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vcmi/mapHandler.h

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#ifndef MAPHANDLER_H
#define MAPHANDLER_H
#include "hch\CAmbarCendamo.h"
#include "hch\CSemiDefHandler.h"
#include "CGameInfo.h"
#include "hch\CDefHandler.h"
#include <boost/logic/tribool.hpp>
#include "hch\CObjectHandler.h"
#include <list>
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const int Woff = 12; //width of map's frame
const int Hoff = 8;
struct TerrainTile2
{
int3 pos; //this tile's position
EterrainType terType; //type of terrain tile
Eroad malle; //type of road
unsigned char roaddir; //type of road tile
Eriver nuine; //type of river
unsigned char rivdir; //type of river tile
std::vector<SDL_Surface *> terbitmap; //frames of terrain animation
std::vector<SDL_Surface *> rivbitmap; //frames of river animation
std::vector<SDL_Surface *> roadbitmap; //frames of road animation
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;
std::vector < std::pair<CGObjectInstance*,std::pair<SDL_Rect, std::vector<std::list<int3>>>> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero is visiting being on this tile
};
//pathfinder
// map<int,int> iDTerenu=>koszt_pola
// map<int,int> IDdrogi=>koszt_drogi
template <typename T> class PseudoV
{
public:
int offset;
std::vector<T> inver;
inline T & operator[](int n)
{
return inver[n+offset];
}
void resize(int rest,int Offset)
{
inver.resize(Offset*2+rest);
offset=Offset;
}
int size() const
{
return inver.size();
}
};
class CMapHandler
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{
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
int3 sizes;
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CAmbarCendamo * reader;
CDefHandler * fullHide;
CDefHandler * partialHide;
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PseudoV< PseudoV< PseudoV<unsigned char> > > visibility; //true means that pointed place is visible //not used now
//std::vector< std::vector<char> > undVisibility; //true means that pointed place is visible
std::vector<CDefHandler *> roadDefs;
std::vector<CDefHandler *> staticRiverDefs;
std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
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PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
char & visAccess(int x, int y);
char & undVisAccess(int x, int y);
SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
SDL_Surface * getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl);
int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
CGObjectInstance * createObject(int id, int subid, int3 pos); //creates a new object with a certain id and subid
std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
bool printObject(CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
bool recalculateHideVisPos(int3& pos); //recalculates position for hidden / visitable positions
bool recalculateHideVisPosUnderObj(CGObjectInstance * obj, bool withBorder = false); //recalculates position for hidden / visitable positions under given object
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void init();
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap = CGI->mh->visibility);
SDL_Surface * terrBitmap(int x, int y);
SDL_Surface * undTerrBitmap(int x, int y);
std::string getRandomizedDefName(CGDefInfo* di, CGObjectInstance * obj = NULL); //objinstance needed only for heroes and towns
};
#endif //MAPHANDLER_H