/* * 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 "../../lib/CGeneralTextHandler.h" #include "../../lib/TerrainHandler.h" #include "../../lib/UnlockGuard.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapObjects/CObjectClassesHandler.h" #include "../../lib/mapping/CMap.h" bool CMapHandler::hasOngoingAnimations() { for(auto * observer : observers) if(observer->hasOngoingAnimations()) return true; return false; } void CMapHandler::waitForOngoingAnimations() { while(CGI->mh->hasOngoingAnimations()) { auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim); boost::this_thread::sleep(boost::posix_time::milliseconds(1)); } } 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) { 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) { for(auto * observer : observers) observer->onObjectFadeIn(obj); } void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj) { for(auto * observer : observers) observer->onObjectFadeOut(obj); } 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) { for(auto * observer : observers) observer->onObjectInstantAdd(obj); } void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj) { for(auto * observer : observers) observer->onObjectInstantRemove(obj); } 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); }