/* * 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 "mapHandler.h" #include "CBitmapHandler.h" #include "gui/CAnimation.h" #include "gui/SDL_Extensions.h" #include "CGameInfo.h" #include "../lib/mapObjects/CGHeroInstance.h" #include "../lib/mapObjects/CObjectClassesHandler.h" #include "../lib/CGameState.h" #include "../lib/CHeroHandler.h" #include "../lib/CTownHandler.h" #include "Graphics.h" #include "../lib/mapping/CMap.h" #include "../lib/CConfigHandler.h" #include "../lib/CGeneralTextHandler.h" #include "../lib/GameConstants.h" #include "../lib/CStopWatch.h" #include "CMT.h" #include "CMusicHandler.h" #include "../lib/CRandomGenerator.h" #define ADVOPT (conf.go()->ac) static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b) { return CMapHandler::compareObjectBlitOrder(a.obj, b.obj); } struct NeighborTilesInfo { bool d7, //789 d8, //456 d9, //123 d4, d5, d6, d1, d2, d3; NeighborTilesInfo(const int3 & pos, const int3 & sizes, const std::vector< std::vector< std::vector > > & visibilityMap) { auto getTile = [&](int dx, int dy)->bool { if ( dx + pos.x < 0 || dx + pos.x >= sizes.x || dy + pos.y < 0 || dy + pos.y >= sizes.y) return false; return settings["session"]["spectate"].Bool() ? true : visibilityMap[dx+pos.x][dy+pos.y][pos.z]; }; d7 = getTile(-1, -1); //789 d8 = getTile( 0, -1); //456 d9 = getTile(+1, -1); //123 d4 = getTile(-1, 0); d5 = visibilityMap[pos.x][pos.y][pos.z]; d6 = getTile(+1, 0); d1 = getTile(-1, +1); d2 = getTile( 0, +1); d3 = getTile(+1, +1); } bool areAllHidden() const { return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d9); } int getBitmapID() const { //NOTE: some images have unused in VCMI pair (same blockmap but a bit different look) // 0-1, 2-3, 4-5, 11-13, 12-14 static const int visBitmaps[256] = { -1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16 3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32 35, 39, 48, 48, 41, 43, 48, 48, 36, 36, 38, 38, 47, 47, 38, 38, //48 26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //64 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //80 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //96 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //112 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //128 15, 17, 30, 30, 16, 19, 30, 30, 46, 46, 40, 40, 32, 32, 40, 40, //144 2, 25, 12, 12, 2, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //160 18, 42, 31, 31, 20, 21, 31, 31, 46, 46, 40, 40, 32, 32, 40, 40, //176 26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //192 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //208 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //224 0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //240 13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10 //256 }; return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide } }; void CMapHandler::prepareFOWDefs() { //assume all frames in group 0 size_t size = graphics->fogOfWarFullHide->size(0); FoWfullHide.resize(size); for(size_t frame = 0; frame < size; frame++) FoWfullHide[frame] = graphics->fogOfWarFullHide->getImage(frame); //initialization of type of full-hide image hideBitmap.resize(sizes.x); for (auto & elem : hideBitmap) { elem.resize(sizes.y); } for (auto & elem : hideBitmap) { for (int j = 0; j < sizes.y; ++j) { elem[j].resize(sizes.z); for(int k = 0; k < sizes.z; ++k) { elem[j][k] = CRandomGenerator::getDefault().nextInt(size - 1); } } } size = graphics->fogOfWarPartialHide->size(0); FoWpartialHide.resize(size); for(size_t frame = 0; frame < size; frame++) FoWpartialHide[frame] = graphics->fogOfWarPartialHide->getImage(frame); } EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim) { assert(info); bool hasActiveFade = updateObjectsFade(); resolveBlitter(info)->blit(targetSurface, info); return hasActiveFade ? EMapAnimRedrawStatus::REDRAW_REQUESTED : EMapAnimRedrawStatus::OK; } void CMapHandler::initTerrainGraphics() { static const std::vector TERRAIN_FILES = { "DIRTTL", "SANDTL", "GRASTL", "SNOWTL", "SWMPTL", "ROUGTL", "SUBBTL", "LAVATL", "WATRTL", "ROCKTL" }; static const std::vector ROAD_FILES = { "dirtrd", "gravrd", "cobbrd" }; static const std::vector RIVER_FILES = { "clrrvr", "icyrvr", "mudrvr", "lavrvr" }; auto loadFlipped = [this](int types, TFlippedAnimations & animation, TFlippedCache & cache, const std::vector & files) { animation.resize(types); cache.resize(types); //no rotation and basic setup for(int i = 0; i < types; i++) { animation[i][0] = make_unique(files[i]); animation[i][0]->preload(); const size_t views = animation[i][0]->size(0); cache[i].resize(views); for(int j = 0; j < views; j++) cache[i][j][0] = animation[i][0]->getImage(j); } for(int rotation = 1; rotation < 4; rotation++) { for(int i = 0; i < types; i++) { animation[i][rotation] = make_unique(files[i]); animation[i][rotation]->preload(); const size_t views = animation[i][rotation]->size(0); for(int j = 0; j < views; j++) { IImage * image = animation[i][rotation]->getImage(j); if(rotation == 2 || rotation == 3) image->horizontalFlip(); if(rotation == 1 || rotation == 3) image->verticalFlip(); cache[i][j][rotation] = image; } } } }; loadFlipped(GameConstants::TERRAIN_TYPES, terrainAnimations, terrainImages, TERRAIN_FILES); loadFlipped(3, roadAnimations, roadImages, ROAD_FILES); loadFlipped(4, riverAnimations, riverImages, RIVER_FILES); // Create enough room for the whole map and its frame ttiles.resize(sizes.x, frameW, frameW); for (int i=0-frameW;isize(0)); for(size_t i = 0; i < egdeImages.size(); i++) egdeImages[i] = egdeAnimation->getImage(i); edgeFrames.resize(sizes.x, frameW, frameW); for (int i=0-frameW;i (sizes.x-1) || j < 0 || j > (sizes.y-1)) { if(i==-1 && j==-1) terBitmapNum = 16; else if(i==-1 && j==(sizes.y)) terBitmapNum = 19; else if(i==(sizes.x) && j==-1) terBitmapNum = 17; else if(i==(sizes.x) && j==(sizes.y)) terBitmapNum = 18; else if(j == -1 && i > -1 && i < sizes.x) terBitmapNum = rand.nextInt(22, 23); else if(i == -1 && j > -1 && j < sizes.y) terBitmapNum = rand.nextInt(33, 34); else if(j == sizes.y && i >-1 && i < sizes.x) terBitmapNum = rand.nextInt(29, 30); else if(i == sizes.x && j > -1 && j < sizes.y) terBitmapNum = rand.nextInt(25, 26); else terBitmapNum = rand.nextInt(15); } edgeFrames[i][j][k] = terBitmapNum; } } } } void CMapHandler::initObjectRects() { //initializing objects / rects for(auto & elem : map->objects) { const CGObjectInstance *obj = elem; if( !obj || (obj->ID==Obj::HERO && static_cast(obj)->inTownGarrison) //garrisoned hero || (obj->ID==Obj::BOAT && static_cast(obj)->hero)) //boat with hero (hero graphics is used) { continue; } std::shared_ptr animation = graphics->getAnimation(obj); //no animation at all if(!animation) continue; //empty animation if(animation->size(0) == 0) continue; IImage * 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; ixac.advmapW; int mapH = conf.go()->ac.advmapH; //sizes of terrain sizes.x = map->width; sizes.y = map->height; sizes.z = map->twoLevel ? 2 : 1; // Total number of visible tiles. Subtract the center tile, then // compute the number of tiles on each side, and reassemble. int t1, t2; t1 = (mapW-32)/2; t2 = mapW - 32 - t1; tilesW = 1 + (t1+31)/32 + (t2+31)/32; t1 = (mapH-32)/2; t2 = mapH - 32 - t1; tilesH = 1 + (t1+31)/32 + (t2+31)/32; // Size of the frame around the map. In extremes positions, the // frame must not be on the center of the map, but right on the // edge of the center tile. frameW = (mapW+31) /32 / 2; frameH = (mapH+31) /32 / 2; offsetX = (mapW - (2*frameW+1)*32)/2; offsetY = (mapH - (2*frameH+1)*32)/2; prepareFOWDefs(); initTerrainGraphics(); initBorderGraphics(); logGlobal->info("\tPreparing FoW, terrain, roads, rivers, borders: %d ms", th.getDiff()); initObjectRects(); logGlobal->info("\tMaking object rects: %d ms", th.getDiff()); } CMapHandler::CMapBlitter *CMapHandler::resolveBlitter(const MapDrawingInfo * info) const { if (info->scaled) return worldViewBlitter; if (info->puzzleMode) return puzzleViewBlitter; return normalBlitter; } void CMapHandler::CMapNormalBlitter::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const { source->draw(targetSurf, destRect, sourceRect); } void CMapHandler::CMapNormalBlitter::init(const MapDrawingInfo * drawingInfo) { info = drawingInfo; // Width and height of the portion of the map to process. Units in tiles. tileCount.x = parent->tilesW; tileCount.y = parent->tilesH; topTile = info->topTile; initPos.x = parent->offsetX + info->drawBounds->x; initPos.y = parent->offsetY + info->drawBounds->y; realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize); // If moving, we need to add an extra column/line if (info->movement.x != 0) { tileCount.x++; initPos.x += info->movement.x; if (info->movement.x > 0) { // Moving right. We still need to draw the old tile on the // left, so adjust our referential topTile.x--; initPos.x -= tileSize; } } if (info->movement.y != 0) { tileCount.y++; initPos.y += info->movement.y; if (info->movement.y > 0) { // Moving down. We still need to draw the tile on the top, // so adjust our referential. topTile.y--; initPos.y -= tileSize; } } // Reduce sizes if we go out of the full map. if (topTile.x < -parent->frameW) topTile.x = -parent->frameW; if (topTile.y < -parent->frameH) topTile.y = -parent->frameH; if (topTile.x + tileCount.x > parent->sizes.x + parent->frameW) tileCount.x = parent->sizes.x + parent->frameW - topTile.x; if (topTile.y + tileCount.y > parent->sizes.y + parent->frameH) tileCount.y = parent->sizes.y + parent->frameH - topTile.y; } SDL_Rect CMapHandler::CMapNormalBlitter::clip(SDL_Surface * targetSurf) const { SDL_Rect prevClip; SDL_GetClipRect(targetSurf, &prevClip); SDL_SetClipRect(targetSurf, info->drawBounds); return prevClip; } CMapHandler::CMapNormalBlitter::CMapNormalBlitter(CMapHandler * parent) : CMapBlitter(parent) { tileSize = 32; halfTileSizeCeil = 16; defaultTileRect = Rect(0, 0, tileSize, tileSize); } IImage * CMapHandler::CMapWorldViewBlitter::objectToIcon(Obj id, si32 subId, PlayerColor owner) const { int ownerIndex = 0; if(owner < PlayerColor::PLAYER_LIMIT) { ownerIndex = owner.getNum() * 19; } else if (owner == PlayerColor::NEUTRAL) { ownerIndex = PlayerColor::PLAYER_LIMIT.getNum() * 19; } switch(id) { case Obj::MONOLITH_ONE_WAY_ENTRANCE: case Obj::MONOLITH_ONE_WAY_EXIT: case Obj::MONOLITH_TWO_WAY: return info->icons->getImage((int)EWorldViewIcon::TELEPORT); case Obj::SUBTERRANEAN_GATE: return info->icons->getImage((int)EWorldViewIcon::GATE); case Obj::ARTIFACT: return info->icons->getImage((int)EWorldViewIcon::ARTIFACT); case Obj::TOWN: return info->icons->getImage((int)EWorldViewIcon::TOWN + ownerIndex); case Obj::HERO: return info->icons->getImage((int)EWorldViewIcon::HERO + ownerIndex); case Obj::MINE: return info->icons->getImage((int)EWorldViewIcon::MINE_WOOD + subId + ownerIndex); case Obj::RESOURCE: return info->icons->getImage((int)EWorldViewIcon::RES_WOOD + subId + ownerIndex); } return nullptr; } void CMapHandler::CMapWorldViewBlitter::calculateWorldViewCameraPos() { bool outsideLeft = topTile.x < 0; bool outsideTop = topTile.y < 0; bool outsideRight = std::max(0, topTile.x) + tileCount.x > parent->sizes.x; bool outsideBottom = std::max(0, topTile.y) + tileCount.y > parent->sizes.y; if (tileCount.x > parent->sizes.x) topTile.x = parent->sizes.x / 2 - tileCount.x / 2; // center viewport if the whole map can fit into the screen at once else if (outsideLeft) { if (outsideRight) topTile.x = parent->sizes.x / 2 - tileCount.x / 2; else topTile.x = 0; } else if (outsideRight) topTile.x = parent->sizes.x - tileCount.x; if (tileCount.y > parent->sizes.y) topTile.y = parent->sizes.y / 2 - tileCount.y / 2; else if (outsideTop) { if (outsideBottom) topTile.y = parent->sizes.y / 2 - tileCount.y / 2; else topTile.y = 0; } else if (outsideBottom) topTile.y = parent->sizes.y - tileCount.y; } void CMapHandler::CMapWorldViewBlitter::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const { IImage * scaled = parent->cache.requestWorldViewCacheOrCreate(cacheType, source); if(scaled) scaled->draw(targetSurf, destRect, sourceRect); } void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const { auto drawIcon = [this,targetSurf](Obj id, si32 subId, PlayerColor owner) { IImage * wvIcon = this->objectToIcon(id, subId, owner); if(nullptr != wvIcon) { // centering icon on the object Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2); wvIcon->draw(targetSurf, dest.x, dest.y); } }; auto & objects = tile.objects; for(auto & object : objects) { const CGObjectInstance * obj = object.obj; const bool sameLevel = obj->pos.z == pos.z; const bool isVisible = settings["session"]["spectate"].Bool() ? true : (*info->visibilityMap)[pos.x][pos.y][pos.z]; const bool isVisitable = obj->visitableAt(pos.x, pos.y); if(sameLevel && isVisible && isVisitable) drawIcon(obj->ID, obj->subID, obj->tempOwner); } } void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf) { if(nullptr == info->additionalIcons) return; const int3 bottomRight = pos + tileCount; for(const ObjectPosInfo & iconInfo : *(info->additionalIcons)) { if( iconInfo.pos.z != pos.z) continue; if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y)) continue; if((iconInfo.pos.x > bottomRight.x) || (iconInfo.pos.y > bottomRight.y)) continue; realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize; realPos.y = initPos.x + (iconInfo.pos.y - topTile.y) * tileSize; IImage * wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner); if(nullptr != wvIcon) { // centering icon on the object Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2); wvIcon->draw(targetSurf, dest.x, dest.y); } } } void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const { if (moving) return; CMapBlitter::drawHeroFlag(targetSurf, source, sourceRect, destRect, false); } void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const { if (moving) return; Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, sourceRect->w, sourceRect->h); CMapBlitter::drawObject(targetSurf, source, &scaledSourceRect, false); } void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const { Rect destRect(realTileRect); ui8 rotation = tinfo.extTileFlags % 4; drawElement(EMapCacheType::TERRAIN, parent->terrainImages[tinfo.terType][tinfo.terView][rotation], nullptr, targetSurf, &destRect); } void CMapHandler::CMapWorldViewBlitter::init(const MapDrawingInfo * drawingInfo) { info = drawingInfo; parent->cache.updateWorldViewScale(info->scale); topTile = info->topTile; tileSize = (int) floorf(32.0f * info->scale); halfTileSizeCeil = (int)ceilf(tileSize / 2.0f); tileCount.x = (int) ceilf((float)info->drawBounds->w / tileSize); tileCount.y = (int) ceilf((float)info->drawBounds->h / tileSize); initPos.x = info->drawBounds->x; initPos.y = info->drawBounds->y; realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize); defaultTileRect = Rect(0, 0, tileSize, tileSize); calculateWorldViewCameraPos(); } SDL_Rect CMapHandler::CMapWorldViewBlitter::clip(SDL_Surface * targetSurf) const { SDL_Rect prevClip; SDL_FillRect(targetSurf, info->drawBounds, SDL_MapRGB(targetSurf->format, 0, 0, 0)); // makes the clip area smaller if the map is smaller than the screen frame // (actually, it could be made 1 tile bigger so that overlay icons on edge tiles could be drawn partly outside) Rect clipRect(std::max(info->drawBounds->x, info->drawBounds->x - topTile.x * tileSize), std::max(info->drawBounds->y, info->drawBounds->y - topTile.y * tileSize), std::min(info->drawBounds->w, parent->sizes.x * tileSize), std::min(info->drawBounds->h, parent->sizes.y * tileSize)); SDL_GetClipRect(targetSurf, &prevClip); SDL_SetClipRect(targetSurf, &clipRect); //preventing blitting outside of that rect return prevClip; } CMapHandler::CMapWorldViewBlitter::CMapWorldViewBlitter(CMapHandler * parent) : CMapBlitter(parent) { } void CMapHandler::CMapPuzzleViewBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const { CMapBlitter::drawObjects(targetSurf, tile); // grail X mark if(pos.x == info->grailPos.x && pos.y == info->grailPos.y) { const IImage * mark = graphics->heroMoveArrows->getImage(0); mark->draw(targetSurf,realTileRect.x,realTileRect.y); } } void CMapHandler::CMapPuzzleViewBlitter::postProcessing(SDL_Surface * targetSurf) const { CSDL_Ext::applyEffect(targetSurf, info->drawBounds, static_cast(!ADVOPT.puzzleSepia)); } bool CMapHandler::CMapPuzzleViewBlitter::canDrawObject(const CGObjectInstance * obj) const { if (!CMapBlitter::canDrawObject(obj)) return false; //don't print flaggable objects in puzzle mode if (obj->isVisitable()) return false; if(std::find(unblittableObjects.begin(), unblittableObjects.end(), obj->ID) != unblittableObjects.end()) return false; return true; } CMapHandler::CMapPuzzleViewBlitter::CMapPuzzleViewBlitter(CMapHandler * parent) : CMapNormalBlitter(parent) { unblittableObjects.push_back(Obj::HOLE); } CMapHandler::CMapBlitter::CMapBlitter(CMapHandler * p) :parent(p), tileSize(0), halfTileSizeCeil(0), info(nullptr) { } CMapHandler::CMapBlitter::~CMapBlitter() = default; void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const { Rect destRect(realTileRect); drawElement(EMapCacheType::FRAME, parent->egdeImages[parent->edgeFrames[pos.x][pos.y][topTile.z]], nullptr, targetSurf, &destRect); } void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf) { //nothing to do here } void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const { drawElement(EMapCacheType::HERO_FLAGS, source, sourceRect, targetSurf, destRect); } void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const { Rect dstRect(realTileRect); drawElement(EMapCacheType::OBJECTS, source, sourceRect, targetSurf, &dstRect); } void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const { auto & objects = tile.objects; for(auto & object : objects) { if (object.fadeAnimKey >= 0) { auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey); if (fadeIter != parent->fadeAnims.end()) { // this object is currently fading, so skip normal drawing Rect r2(realTileRect); CFadeAnimation * fade = (*fadeIter).second.second; fade->draw(targetSurf, nullptr, &r2); continue; } logGlobal->error("Fading map object with missing fade anim : %d", object.fadeAnimKey); continue; } const CGObjectInstance * obj = object.obj; if (!obj) { logGlobal->error("Stray map object that isn't fading"); continue; } if (!canDrawObject(obj)) continue; auto objData = findObjectBitmap(obj, info->anim); if (objData.objBitmap) { Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize); drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving); if (objData.flagBitmap) { if (objData.isMoving) { srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize; Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize); drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true); } else if (obj->pos.x == pos.x && obj->pos.y == pos.y) { Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize); drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false); } } } } } void CMapHandler::CMapBlitter::drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const { if (tinfoUpper && tinfoUpper->roadType != ERoadType::NO_ROAD) { ui8 rotation = (tinfoUpper->extTileFlags >> 4) % 4; Rect source(0, tileSize / 2, tileSize, tileSize / 2); Rect dest(realPos.x, realPos.y, tileSize, tileSize / 2); drawElement(EMapCacheType::ROADS, parent->roadImages[tinfoUpper->roadType - 1][tinfoUpper->roadDir][rotation], &source, targetSurf, &dest); } if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile { ui8 rotation = (tinfo.extTileFlags >> 4) % 4; Rect source(0, 0, tileSize, halfTileSizeCeil); Rect dest(realPos.x, realPos.y + tileSize / 2, tileSize, tileSize / 2); drawElement(EMapCacheType::ROADS, parent->roadImages[tinfo.roadType - 1][tinfo.roadDir][rotation], &source, targetSurf, &dest); } } void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const { Rect destRect(realTileRect); ui8 rotation = (tinfo.extTileFlags >> 2) % 4; drawElement(EMapCacheType::RIVERS, parent->riverImages[tinfo.riverType-1][tinfo.riverDir][rotation], nullptr, targetSurf, &destRect); } void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const { const NeighborTilesInfo neighborInfo(pos, parent->sizes, *info->visibilityMap); int retBitmapID = neighborInfo.getBitmapID();// >=0 -> partial hide, <0 - full hide if (retBitmapID < 0) retBitmapID = - parent->hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden const IImage * image = nullptr; if (retBitmapID >= 0) image = parent->FoWpartialHide.at(retBitmapID); else image = parent->FoWfullHide.at(-retBitmapID - 1); Rect destRect(realTileRect); drawElement(EMapCacheType::FOW, image, nullptr, targetSurf, &destRect); } void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingInfo * info) { init(info); auto prevClip = clip(targetSurf); pos = int3(0, 0, topTile.z); for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize) { if (pos.x < 0 || pos.x >= parent->sizes.x) continue; for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize) { if (pos.y < 0 || pos.y >= parent->sizes.y) continue; const bool isVisible = canDrawCurrentTile(); realTileRect.x = realPos.x; realTileRect.y = realPos.y; const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z]; const TerrainTile & tinfo = parent->map->getTile(pos); const TerrainTile * tinfoUpper = pos.y > 0 ? &parent->map->getTile(int3(pos.x, pos.y - 1, pos.z)) : nullptr; if(isVisible || info->showAllTerrain) { drawTileTerrain(targetSurf, tinfo, tile); if (tinfo.riverType) drawRiver(targetSurf, tinfo); drawRoad(targetSurf, tinfo, tinfoUpper); } if(isVisible) drawObjects(targetSurf, tile); } } for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize) { for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize) { realTileRect.x = realPos.x; realTileRect.y = realPos.y; if (pos.x < 0 || pos.x >= parent->sizes.x || pos.y < 0 || pos.y >= parent->sizes.y) { drawFrame(targetSurf); } else { const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z]; if(!settings["session"]["spectate"].Bool() && !(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain) drawFow(targetSurf); // overlay needs to be drawn over fow, because of artifacts-aura-like spells drawTileOverlay(targetSurf, tile); // drawDebugVisitables() if (settings["session"]["showBlock"].Bool()) { if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).blocked) //temporary hiding blocked positions { static SDL_Surface * block = nullptr; if (!block) block = BitmapHandler::loadBitmap("blocked"); CSDL_Ext::blitSurface(block, nullptr, targetSurf, &realTileRect); } } if (settings["session"]["showVisit"].Bool()) { if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).visitable) //temporary hiding visitable positions { static SDL_Surface * visit = nullptr; if (!visit) visit = BitmapHandler::loadBitmap("visitable"); CSDL_Ext::blitSurface(visit, nullptr, targetSurf, &realTileRect); } } } } } drawOverlayEx(targetSurf); // drawDebugGrid() if (settings["session"]["showGrid"].Bool()) { for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize) { for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize) { const int3 color(0x555555, 0x555555, 0x555555); if (realPos.y >= info->drawBounds->y && realPos.y < info->drawBounds->y + info->drawBounds->h) for(int i = 0; i < tileSize; i++) if (realPos.x + i >= info->drawBounds->x && realPos.x + i < info->drawBounds->x + info->drawBounds->w) CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x + i, realPos.y, color.x, color.y, color.z); if (realPos.x >= info->drawBounds->x && realPos.x < info->drawBounds->x + info->drawBounds->w) for(int i = 0; i < tileSize; i++) if (realPos.y + i >= info->drawBounds->y && realPos.y + i < info->drawBounds->y + info->drawBounds->h) CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x, realPos.y + i, color.x, color.y, color.z); } } } postProcessing(targetSurf); SDL_SetClipRect(targetSurf, &prevClip); } CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGHeroInstance * hero, int anim) const { if(hero && hero->moveDir && hero->type) //it's hero or boat { if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero? { logGlobal->error("A neutral hero (%s) at %s. Should not happen!", hero->name, hero->pos.toString()); return CMapHandler::AnimBitmapHolder(); } //pick graphics of hero (or boat if hero is sailing) std::shared_ptr animation; if (hero->boat) animation = graphics->boatAnimations[hero->boat->subID]; else animation = graphics->heroAnimations[hero->appearance.animationFile]; bool moving = !hero->isStanding; int group = getHeroFrameGroup(hero->moveDir, moving); if(animation->size(group) > 0) { int frame = anim % animation->size(group); IImage * heroImage = animation->getImage(frame, group); //get flag overlay only if we have main image IImage * flagImage = findFlagBitmap(hero, anim, &hero->tempOwner, group); return CMapHandler::AnimBitmapHolder(heroImage, flagImage, moving); } } return CMapHandler::AnimBitmapHolder(); } CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const { auto animation = graphics->boatAnimations.at(boat->subID); int group = getHeroFrameGroup(boat->direction, false); if(animation->size(group) > 0) return CMapHandler::AnimBitmapHolder(animation->getImage(anim % animation->size(group), group)); else return CMapHandler::AnimBitmapHolder(); } IImage * CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const { if (!hero) return nullptr; if (hero->boat) return findBoatFlagBitmap(hero->boat, anim, color, group, hero->moveDir); return findHeroFlagBitmap(hero, anim, color, group); } IImage * CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const { return findFlagBitmapInternal(graphics->heroFlagAnimations.at(color->getNum()), anim, group, hero->moveDir, !hero->isStanding); } IImage * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int group, ui8 dir) const { int boatType = boat->subID; if(boatType < 0 || boatType >= graphics->boatFlagAnimations.size()) { logGlobal->error("Not supported boat subtype: %d", boat->subID); return nullptr; } const auto & subtypeFlags = graphics->boatFlagAnimations.at(boatType); int colorIndex = color->getNum(); if(colorIndex < 0 || colorIndex >= subtypeFlags.size()) { logGlobal->error("Invalid player color %d", colorIndex); return nullptr; } return findFlagBitmapInternal(subtypeFlags.at(colorIndex), anim, group, dir, false); } IImage * CMapHandler::CMapBlitter::findFlagBitmapInternal(std::shared_ptr animation, int anim, int group, ui8 dir, bool moving) const { size_t groupSize = animation->size(group); if(groupSize == 0) return nullptr; if(moving) return animation->getImage(anim % groupSize, group); else return animation->getImage((anim / 4) % groupSize, group); } CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const { if (!obj) return CMapHandler::AnimBitmapHolder(); if (obj->ID == Obj::HERO) return findHeroBitmap(static_cast(obj), anim); if (obj->ID == Obj::BOAT) return findBoatBitmap(static_cast(obj), anim); // normal object std::shared_ptr animation = graphics->getAnimation(obj); size_t groupSize = animation->size(); if(groupSize == 0) return CMapHandler::AnimBitmapHolder(); IImage * bitmap = animation->getImage((anim + getPhaseShift(obj)) % groupSize); if(!bitmap) return CMapHandler::AnimBitmapHolder(); bitmap->setFlagColor(obj->tempOwner); return CMapHandler::AnimBitmapHolder(bitmap); } ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const { auto i = parent->animationPhase.find(object); if(i == parent->animationPhase.end()) { ui8 ret = CRandomGenerator::getDefault().nextInt(254); parent->animationPhase[object] = ret; return ret; } return i->second; } bool CMapHandler::CMapBlitter::canDrawObject(const CGObjectInstance * obj) const { //checking if object has non-empty graphic on this tile return obj->ID == Obj::HERO || obj->coveringAt(pos.x, pos.y); } bool CMapHandler::CMapBlitter::canDrawCurrentTile() const { if(settings["session"]["spectate"].Bool()) return true; const NeighborTilesInfo neighbors(pos, parent->sizes, *info->visibilityMap); return !neighbors.areAllHidden(); } ui8 CMapHandler::CMapBlitter::getHeroFrameGroup(ui8 dir, bool isMoving) const { if(isMoving) { static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11}; return frame[dir]; } else //if(isMoving) { static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14}; return frame[dir]; } } bool CMapHandler::updateObjectsFade() { for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); ) { int3 pos = (*iter).second.first; CFadeAnimation * anim = (*iter).second.second; anim->update(); if (anim->isFading()) ++iter; else // fade finished { auto &objs = ttiles[pos.x][pos.y][pos.z].objects; for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter) { if ((*objIter).fadeAnimKey == (*iter).first) { logAnim->trace("Fade anim finished for obj at %s; remaining: %d", pos.toString(), fadeAnims.size() - 1); if (anim->fadingMode == CFadeAnimation::EMode::OUT) objs.erase(objIter); // if this was fadeout, remove the object from the map else (*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade break; } } delete (*iter).second.second; iter = fadeAnims.erase(iter); } } return !fadeAnims.empty(); } bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos) { SDL_Surface * fadeBitmap; assert(obj.obj); auto objData = normalBlitter->findObjectBitmap(obj.obj, 0); if (objData.objBitmap) { if (objData.isMoving) // ignore fading of moving objects (for now?) { logAnim->debug("Ignoring fade of moving object"); return false; } fadeBitmap = CSDL_Ext::newSurface(32, 32); // TODO cache these bitmaps instead of creating new ones? Rect objSrcRect(obj.rect.x, obj.rect.y, 32, 32); objData.objBitmap->draw(fadeBitmap,0,0,&objSrcRect); if (objData.flagBitmap) { if (obj.obj->pos.x - 1 == pos.x && obj.obj->pos.y - 1 == pos.y) // -1 to draw flag in top-center instead of right-bottom; kind of a hack { Rect flagSrcRect(32, 0, 32, 32); objData.flagBitmap->draw(fadeBitmap,0,0, &flagSrcRect); } } auto anim = new CFadeAnimation(); anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true); fadeAnims[++fadeAnimCounter] = std::pair(pos, anim); obj.fadeAnimKey = fadeAnimCounter; logAnim->trace("Fade anim started for obj %d at %s; anim count: %d", obj.obj->ID, pos.toString(), fadeAnims.size()); return true; } return false; } bool CMapHandler::printObject(const CGObjectInstance * obj, bool fadein) { auto animation = graphics->getAnimation(obj); if(!animation) return false; IImage * bitmap = animation->getImage(0); if(!bitmap) return false; const int tilesW = bitmap->width()/32; const int tilesH = bitmap->height()/32; for(int fx=0; fxpos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z); TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z]; TerrainTileObject toAdd(obj, cr, obj->visitableAt(pos.x, pos.y)); if (fadein && ADVOPT.objectFading) { startObjectFade(toAdd, true, pos); } auto i = curt.objects.begin(); for(; i != curt.objects.end(); i++) { if(objectBlitOrderSorter(toAdd, *i)) { curt.objects.insert(i, toAdd); i = curt.objects.begin(); //to validate and avoid adding it second time break; } } if(i == curt.objects.end()) curt.objects.insert(i, toAdd); } } } return true; } bool CMapHandler::hideObject(const CGObjectInstance * obj, bool fadeout) { //optimized version which reveals weird bugs with missing def name //auto pos = obj->pos; //for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--) //{ // for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--) // { // int3 t(i, j, pos.z); // if (!map->isInTheMap(t)) // continue; // auto &objs = ttiles[i][j][pos.z].objects; // for (size_t x = 0; x < objs.size(); x++) // { // auto ourObj = objs[x].obj; // if (ourObj && ourObj->id == obj->id) // { // if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout // { // if (startObjectFade(objs[x], false, t)) // objs[x].obj = nullptr; //set original pointer to null // else // objs.erase(objs.begin() + x); // } // else // objs.erase(objs.begin() + x); // break; // } // } // } //} for (size_t i = 0; iwidth; i++) { for (size_t j = 0; jheight; j++) { for (size_t k = 0; k<(map->twoLevel ? 2 : 1); k++) { auto &objs = ttiles[i][j][k].objects; for (size_t x = 0; x < objs.size(); x++) { if (objs[x].obj && objs[x].obj->id == obj->id) { if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout { if (startObjectFade(objs[x], false, int3(i, j, k))) objs[x].obj = nullptr; else objs.erase(objs.begin() + x); } else objs.erase(objs.begin() + x); break; } } } } } return true; } bool CMapHandler::canStartHeroMovement() { return fadeAnims.empty(); // don't allow movement during fade animation } void CMapHandler::updateWater() //shift colors in palettes of water tiles { for(auto & elem : terrainImages[7]) { for(IImage * img : elem) img->shiftPalette(246, 9); } for(auto & elem : terrainImages[8]) { for(IImage * img : elem) { img->shiftPalette(229, 12); img->shiftPalette(242, 14); } } for(auto & elem : riverImages[0]) { for(IImage * img : elem) { img->shiftPalette(183, 12); img->shiftPalette(195, 6); } } for(auto & elem : riverImages[2]) { for(IImage * img : elem) { img->shiftPalette(228, 12); img->shiftPalette(183, 6); img->shiftPalette(240, 6); } } for(auto & elem : riverImages[3]) { for(IImage * img : elem) img->shiftPalette(240, 9); } } CMapHandler::~CMapHandler() { delete normalBlitter; delete worldViewBlitter; delete puzzleViewBlitter; for (auto & elem : fadeAnims) { delete elem.second.second; } } CMapHandler::CMapHandler() { frameW = frameH = 0; normalBlitter = new CMapNormalBlitter(this); worldViewBlitter = new CMapWorldViewBlitter(this); puzzleViewBlitter = new CMapPuzzleViewBlitter(this); fadeAnimCounter = 0; map = nullptr; tilesW = tilesH = 0; offsetX = offsetY = 0; egdeAnimation = make_unique("EDG"); egdeAnimation->preload(); } void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName ) { out.clear(); TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z]; const TerrainTile &t = map->getTile(pos); for(auto & elem : tt.objects) { if(elem.obj && elem.obj->ID == Obj::HOLE) //Hole { out = elem.obj->getObjectName(); return; } } if(t.hasFavorableWinds()) out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS); else if(terName) { out = CGI->generaltexth->terrainNames[t.terType]; if(t.getDiggingStatus(false) == EDiggingStatus::CAN_DIG) { out = boost::str(boost::format("%s %s") % out % CGI->generaltexth->allTexts[330]); /// digging ok } } } void CMapHandler::discardWorldViewCache() { cache.discardWorldViewCache(); } CMapHandler::CMapCache::CMapCache() { worldViewCachedScale = 0; } void CMapHandler::CMapCache::discardWorldViewCache() { for(auto & cache : data) cache.clear(); logAnim->debug("Discarded world view cache"); } void CMapHandler::CMapCache::updateWorldViewScale(float scale) { if (fabs(scale - worldViewCachedScale) > 0.001f) discardWorldViewCache(); worldViewCachedScale = scale; } IImage * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, const IImage * fullSurface) { intptr_t key = (intptr_t) fullSurface; auto & cache = data[(ui8)type]; auto iter = cache.find(key); if(iter == cache.end()) { auto scaled = fullSurface->scaleFast(worldViewCachedScale); IImage * ret = scaled.get(); cache[key] = std::move(scaled); return ret; } else { return (*iter).second.get(); } } bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b) { if (!a) return true; if (!b) return false; if (a->appearance.printPriority != b->appearance.printPriority) return a->appearance.printPriority > b->appearance.printPriority; if(a->pos.y != b->pos.y) return a->pos.y < b->pos.y; if(b->ID==Obj::HERO && a->ID!=Obj::HERO) return true; if(b->ID!=Obj::HERO && a->ID==Obj::HERO) return false; if(!a->isVisitable() && b->isVisitable()) return true; if(!b->isVisitable() && a->isVisitable()) return false; if(a->pos.x < b->pos.x) return true; return false; } TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, SDL_Rect rect_, bool visitablePos) : obj(obj_), rect(rect_), fadeAnimKey(-1) { // We store information about ambient sound is here because object might disappear while sound is updating if(obj->getAmbientSound()) { // All tiles of static objects are sound sources. E.g Volcanos and special terrains // For visitable object only their visitable tile is sound source if(!CCS->soundh->ambientCheckVisitable() || !obj->isVisitable() || visitablePos) ambientSound = obj->getAmbientSound(); } } TerrainTileObject::~TerrainTileObject() { }