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9b9a9b455f
* battle console buttons added * blit8bppAlphaTo24bpp bad working fixed (to be optimized) * maybe something else
117 lines
5.2 KiB
C++
117 lines
5.2 KiB
C++
#ifndef MAPHANDLER_H
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#define MAPHANDLER_H
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#include "hch\CAmbarCendamo.h"
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#include "hch\CSemiDefHandler.h"
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#include "CGameInfo.h"
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#include "hch\CDefHandler.h"
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#include <boost/logic/tribool.hpp>
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#include "hch\CObjectHandler.h"
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#include <list>
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const int Woff = 12; //width of map's frame
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const int Hoff = 8;
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struct TerrainTile2
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{
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int3 pos; //this tile's position
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EterrainType terType; //type of terrain tile
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Eroad malle; //type of road
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unsigned char roaddir; //type of road tile
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Eriver nuine; //type of river
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unsigned char rivdir; //type of river tile
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std::vector<SDL_Surface *> terbitmap; //frames of terrain animation
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std::vector<SDL_Surface *> rivbitmap; //frames of river animation
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std::vector<SDL_Surface *> roadbitmap; //frames of road animation
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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std::vector < std::pair<CGObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
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std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero is visiting being on this tile
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};
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//pathfinder
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// map<int,int> iDTerenu=>koszt_pola
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// map<int,int> IDdrogi=>koszt_drogi
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template <typename T> class PseudoV
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{
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public:
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int offset;
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std::vector<T> inver;
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inline T & operator[](int n)
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{
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return inver[n+offset];
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}
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void resize(int rest,int Offset)
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{
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inver.resize(Offset*2+rest);
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offset=Offset;
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}
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int size() const
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{
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return inver.size();
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}
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};
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class CMapHandler
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{
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public:
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PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
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int3 sizes;
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CAmbarCendamo * reader;
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std::set<int> usedHeroes;
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CDefHandler * fullHide;
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CDefHandler * partialHide;
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PseudoV< PseudoV< PseudoV<unsigned char> > > visibility; //true means that pointed place is visible //not used now
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//std::vector< std::vector<char> > undVisibility; //true means that pointed place is visible
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std::vector<CDefHandler *> roadDefs;
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std::vector<CDefHandler *> staticRiverDefs;
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std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
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std::map<int, CGDefInfo*> villages, forts, capitols;
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std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
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std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
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PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
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char & visAccess(int x, int y);
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char & undVisAccess(int x, int y);
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SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
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SDL_Surface * getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl);
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int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
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std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
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std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
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CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
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std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
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bool printObject(CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
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bool hideObject(CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
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bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
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bool recalculateHideVisPos(int3& pos); //recalculates position for hidden / visitable positions
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bool recalculateHideVisPosUnderObj(CGObjectInstance * obj, bool withBorder = false); //recalculates position for hidden / visitable positions under given object
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void init();
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int pickHero(int owner);
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std::pair<int,int> pickObject(CGObjectInstance *obj);
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void randomizeObject(CGObjectInstance *cur);
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void calculateBlockedPos();
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void initObjectRects();
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void borderAndTerrainBitmapInit();
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void roadsRiverTerrainInit();
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void prepareFOWDefs();
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void randomizeObjects();
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SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap = CGI->mh->visibility, bool otherHeroAnim = false, unsigned char heroAnim = 0, SDL_Surface * extSurf = NULL, SDL_Rect * extRect = NULL); //if extSurf is specified, blit to it
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SDL_Surface * terrBitmap(int x, int y);
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SDL_Surface * undTerrBitmap(int x, int y);
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std::string getRandomizedDefName(CGDefInfo* di, CGObjectInstance * obj = NULL); //objinstance needed only for heroes and towns
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unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
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void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
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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]
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};
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#endif //MAPHANDLER_H
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