#ifndef MAPHANDLER_H #define MAPHANDLER_H #include "global.h" #include #include const int Woff = 12; //width of map's frame const int Hoff = 8; class CGObjectInstance; class CGHeroInstance; struct Mapa; class CGDefInfo; class CGObjectInstance; class CDefHandler; struct TerrainTile; struct SDL_Surface; struct SDL_Rect; struct TerrainTile2 { int3 pos; const TerrainTile *tileInfo; SDL_Surface * terbitmap; //frames of terrain animation std::vector rivbitmap; //frames of river animation std::vector roadbitmap; //frames of road animation std::vector < std::pair > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen TerrainTile2(); }; //pathfinder // map iDTerenu=>koszt_pola // map IDdrogi=>koszt_drogi template class PseudoV { public: int offset; std::vector inver; PseudoV(){}; PseudoV(std::vector &src, int rest, int Offset, const T& fill) { inver.resize(Offset*2+rest); offset=Offset; for(int i=0; i > > ttiles; int3 sizes; Mapa * map; std::set usedHeroes; CDefHandler * fullHide; CDefHandler * partialHide; std::vector > terrainGraphics; // [terrain id] [view type] [rotation type] std::vector roadDefs; std::vector staticRiverDefs; std::vector defs; std::map loadedDefs; //pointers to loaded defs (key is filename, uppercase) std::vector > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile void loadDefs(); SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector > > & 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, int owner=254); //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(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(CGHeroInstance * h); void init(); void calculateBlockedPos(); void initObjectRects(); void borderAndTerrainBitmapInit(); void roadsRiverTerrainInit(); void prepareFOWDefs(); SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, std::vector< std::vector< std::vector > > * visibilityMap = NULL, bool otherHeroAnim = false, unsigned char heroAnim = 0, SDL_Surface * extSurf = NULL, SDL_Rect * extRect = NULL); //if extSurf is specified, blit to it void updateWater(); unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper static unsigned char getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b] }; #endif //MAPHANDLER_H