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vcmi/client/mapHandler.h

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#pragma once
#include "../lib/int3.h"
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#include "SDL.h"
/*
* 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
*
*/
class CGObjectInstance;
class CGHeroInstance;
class CMap;
class CGDefInfo;
class CGObjectInstance;
class CDefHandler;
struct TerrainTile;
struct SDL_Surface;
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//struct SDL_Rect;
class CDefEssential;
struct TerrainTile2
{
SDL_Surface * terbitmap; //bitmap of terrain
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std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
TerrainTile2();
};
template <typename T> class PseudoV
{
public:
int offset;
std::vector<T> inver;
PseudoV(){};
PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
{
inver.resize(before + rest + after);
offset=before;
for(int i=0; i<before;i++)
inver[i] = fill;
for(int i=0;i<src.size();i++)
inver[offset+i] = src[i];
for(int i=src.size(); i<src.size()+after;i++)
inver[offset+i] = fill;
}
inline T & operator[](const int & n)
{
return inver[n+offset];
}
inline const T & operator[](const int & n) const
{
return inver[n+offset];
}
void resize(int rest, int before, int after)
{
inver.resize(before + rest + after);
offset=before;
}
int size() const
{
return inver.size();
}
};
class CMapHandler
{
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
int3 sizes; //map size (x = width, y = height, z = number of levels)
const CMap * map;
// 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;
//std::set<int> usedHeroes;
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
std::vector<CDefEssential *> roadDefs;
std::vector<CDefEssential *> staticRiverDefs;
std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
mutable std::map<const CGObjectInstance*, ui8> animationPhase;
static const bool MARK_BLOCKED_POSITIONS;
static const bool MARK_VISITABLE_POSITIONS;
CMapHandler(); //c-tor
~CMapHandler(); //d-tor
std::pair<SDL_Surface *, bool> getVisBitmap(const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap) const; //returns appropriate bitmap and info if alpha blitting is necessary
ui8 getPhaseShift(const CGObjectInstance *object) const;
std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
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void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(const 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)
void initHeroDef(const CGHeroInstance * h);
void init();
void calculateBlockedPos();
void initObjectRects();
void borderAndTerrainBitmapInit();
void roadsRiverTerrainInit();
void prepareFOWDefs();
void terrainRect(int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel) const;
void updateWater();
ui8 getHeroFrameNum(ui8 dir, bool isMoving) const; //terrainRect helper function
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
static ui8 getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
};