/* * MapRendererContext.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 "MapRendererContext.h" #include "mapHandler.h" #include "../CGameInfo.h" #include "../CPlayerInterface.h" #include "../adventureMap/CAdvMapInt.h" //#include "../gui/CGuiHandler.h" //#include "../render/CAnimation.h" //#include "../render/Canvas.h" //#include "../render/IImage.h" //#include "../renderSDL/SDL_Extensions.h" // #include "../../CCallback.h" #include "../../lib/CConfigHandler.h" #include "../../lib/mapObjects/CGHeroInstance.h" #include "../../lib/mapping/CMap.h" MapObjectsSorter::MapObjectsSorter(const IMapRendererContext & context) : context(context) { } bool MapObjectsSorter::operator()(const ObjectInstanceID & left, const ObjectInstanceID & right) const { return (*this)(context.getObject(left), context.getObject(right)); } bool MapObjectsSorter::operator()(const CGObjectInstance * left, const CGObjectInstance * right) const { //FIXME: remove mh access return CGI->mh->compareObjectBlitOrder(left, right); } int3 MapRendererContext::getMapSize() const { return LOCPLINT->cb->getMapSize(); } bool MapRendererContext::isInMap(const int3 & coordinates) const { return LOCPLINT->cb->isInTheMap(coordinates); } const TerrainTile & MapRendererContext::getMapTile(const int3 & coordinates) const { return CGI->mh->getMap()->getTile(coordinates); } const CGObjectInstance * MapRendererContext::getObject(ObjectInstanceID objectID) const { return CGI->mh->getMap()->objects.at(objectID.getNum()); } bool MapRendererContext::isVisible(const int3 & coordinates) const { return LOCPLINT->cb->isVisible(coordinates) || settings["session"]["spectate"].Bool(); } const CGPath * MapRendererContext::currentPath() const { const auto * hero = adventureInt->curHero(); if(!hero) return nullptr; if(!LOCPLINT->paths.hasPath(hero)) return nullptr; return &LOCPLINT->paths.getPath(hero); } size_t MapRendererContext::objectImageIndex(ObjectInstanceID objectID, size_t groupSize) const { assert(groupSize > 0); if(groupSize == 0) return 0; // H3 timing for adventure map objects animation is 180 ms // Terrain animations also use identical interval, however those are only present in HotA and/or HD Mod size_t baseFrameTime = 180; // hero movement animation always plays at ~50ms / frame // in-game setting only affect movement across screen if(movementAnimation && movementAnimation->target == objectID) baseFrameTime = 50; size_t frameCounter = animationTime / baseFrameTime; size_t frameIndex = frameCounter % groupSize; return frameIndex; } size_t MapRendererContext::terrainImageIndex(size_t groupSize) const { size_t baseFrameTime = 180; size_t frameCounter = animationTime / baseFrameTime; size_t frameIndex = frameCounter % groupSize; return frameIndex; } //Point MapRendererContext::getTileSize() const //{ // return Point(32, 32); //} bool MapRendererContext::showOverlay() const { return worldViewModeActive; } bool MapRendererContext::showGrid() const { return settings["gameTweaks"]["showGrid"].Bool(); } bool MapRendererContext::showVisitable() const { return settings["session"]["showVisitable"].Bool(); } bool MapRendererContext::showBlockable() const { return settings["session"]["showBlockable"].Bool(); } MapRendererContext::MapRendererContext() { auto mapSize = getMapSize(); objects.resize(boost::extents[mapSize.z][mapSize.x][mapSize.y]); for(const auto & obj : CGI->mh->getMap()->objects) addObject(obj); } void MapRendererContext::addObject(const CGObjectInstance * obj) { if(!obj) return; 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); if(isInMap(currTile) && obj->coveringAt(currTile.x, currTile.y)) { auto & container = objects[currTile.z][currTile.x][currTile.y]; container.push_back(obj->id); boost::range::sort(container, MapObjectsSorter(*this)); } } } } void MapRendererContext::addMovingObject(const CGObjectInstance * object, const int3 & tileFrom, const int3 & tileDest) { int xFrom = std::min(tileFrom.x, tileDest.x) - object->getWidth(); int xDest = std::max(tileFrom.x, tileDest.x); int yFrom = std::min(tileFrom.y, tileDest.y) - object->getHeight(); int yDest = std::max(tileFrom.y, tileDest.y); for(int x = xFrom; x <= xDest; ++x) { for(int y = yFrom; y <= yDest; ++y) { int3 currTile(x, y, object->pos.z); if(isInMap(currTile)) { auto & container = objects[currTile.z][currTile.x][currTile.y]; container.push_back(object->id); boost::range::sort(container, MapObjectsSorter(*this)); } } } } void MapRendererContext::removeObject(const CGObjectInstance * object) { for(int z = 0; z < getMapSize().z; z++) for(int x = 0; x < getMapSize().x; x++) for(int y = 0; y < getMapSize().y; y++) vstd::erase(objects[z][x][y], object->id); } const MapRendererContext::MapObjectsList & MapRendererContext::getObjects(const int3 & coordinates) const { assert(isInMap(coordinates)); return objects[coordinates.z][coordinates.x][coordinates.y]; } size_t MapRendererContext::objectGroupIndex(ObjectInstanceID objectID) const { const CGObjectInstance * obj = getObject(objectID); // TODO static const std::vector moveGroups = {99, 10, 5, 6, 7, 8, 9, 12, 11}; static const std::vector idleGroups = {99, 13, 0, 1, 2, 3, 4, 15, 14}; if(obj->ID == Obj::HERO) { const auto * hero = dynamic_cast(obj); if(movementAnimation && movementAnimation->target == objectID) return moveGroups[hero->moveDir]; return idleGroups[hero->moveDir]; } if(obj->ID == Obj::BOAT) { const auto * boat = dynamic_cast(obj); uint8_t direction = boat->hero ? boat->hero->moveDir : boat->direction; if(movementAnimation && movementAnimation->target == objectID) return moveGroups[direction]; return idleGroups[direction]; } return 0; } Point MapRendererContext::objectImageOffset(ObjectInstanceID objectID, const int3 & coordinates) const { if(movementAnimation && movementAnimation->target == objectID) { int3 offsetTilesFrom = movementAnimation->tileFrom - coordinates; int3 offsetTilesDest = movementAnimation->tileDest - coordinates; Point offsetPixelsFrom = Point(offsetTilesFrom) * Point(32, 32); Point offsetPixelsDest = Point(offsetTilesDest) * Point(32, 32); Point result = vstd::lerp(offsetPixelsFrom, offsetPixelsDest, movementAnimation->progress); return result; } const CGObjectInstance * object = getObject(objectID); int3 offsetTiles(object->getPosition() - coordinates); return Point(offsetTiles) * Point(32, 32); } double MapRendererContext::objectTransparency(ObjectInstanceID objectID) const { const CGObjectInstance * object = getObject(objectID); if(object && object->ID == Obj::HERO) { const auto * hero = dynamic_cast(object); if(hero->inTownGarrison) return 0; if(hero->boat) return 0; } if(fadeOutAnimation && objectID == fadeOutAnimation->target) return 1.0 - fadeOutAnimation->progress; if(fadeInAnimation && objectID == fadeInAnimation->target) return fadeInAnimation->progress; return 1.0; }