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https://github.com/vcmi/vcmi.git
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242 lines
7.1 KiB
C++
242 lines
7.1 KiB
C++
/*
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* MapEditUtils.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../int3.h"
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#include "../GameConstants.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class CMap;
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/// Represents a map rectangle.
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struct DLL_LINKAGE MapRect
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{
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MapRect();
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MapRect(const int3 & pos, si32 width, si32 height);
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si32 x;
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si32 y;
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si32 z;
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si32 width;
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si32 height;
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si32 left() const;
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si32 right() const;
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si32 top() const;
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si32 bottom() const;
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int3 topLeft() const; /// Top left corner of this rect.
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int3 topRight() const; /// Top right corner of this rect.
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int3 bottomLeft() const; /// Bottom left corner of this rect.
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int3 bottomRight() const; /// Bottom right corner of this rect.
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/// Returns a MapRect of the intersection of this rectangle and the given one.
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MapRect operator&(const MapRect& rect) const;
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template<typename Func>
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void forEach(Func f) const
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{
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for(int j = y; j < bottom(); ++j)
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{
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for(int i = x; i < right(); ++i)
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{
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f(int3(i, j, z));
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}
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}
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}
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};
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/// Generic selection class to select any type
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template<typename T>
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class DLL_LINKAGE CMapSelection
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{
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public:
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explicit CMapSelection(CMap* map) : map(map) { }
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virtual ~CMapSelection() = default;
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void select(const T & item)
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{
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selectedItems.insert(item);
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}
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void deselect(const T & item)
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{
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selectedItems.erase(item);
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}
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std::set<T> getSelectedItems()
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{
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return selectedItems;
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}
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CMap* getMap() { return map; }
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virtual void selectRange(const MapRect & rect) { }
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virtual void deselectRange(const MapRect & rect) { }
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virtual void selectAll() { }
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virtual void clearSelection() { }
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private:
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std::set<T> selectedItems;
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CMap* map;
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};
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/// Selection class to select terrain.
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class DLL_LINKAGE CTerrainSelection : public CMapSelection<int3>
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{
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public:
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explicit CTerrainSelection(CMap * map);
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void selectRange(const MapRect & rect) override;
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void deselectRange(const MapRect & rect) override;
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void selectAll() override;
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void clearSelection() override;
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void setSelection(const std::vector<int3> & vec);
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};
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/// Selection class to select objects.
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class DLL_LINKAGE CObjectSelection : public CMapSelection<CGObjectInstance *>
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{
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public:
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explicit CObjectSelection(CMap * map);
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};
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/// The terrain view pattern describes a specific composition of terrain tiles
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/// in a 3x3 matrix and notes which terrain view frame numbers can be used.
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struct DLL_LINKAGE TerrainViewPattern
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{
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struct WeightedRule
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{
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WeightedRule(std::string& Name);
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/// Gets true if this rule is a standard rule which means that it has a value of one of the RULE_* constants.
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inline bool isStandardRule() const
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{
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return standardRule;
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}
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inline bool isAnyRule() const
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{
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return anyRule;
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}
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inline bool isDirtRule() const
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{
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return dirtRule;
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}
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inline bool isSandRule() const
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{
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return sandRule;
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}
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inline bool isTransition() const
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{
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return transitionRule;
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}
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inline bool isNativeStrong() const
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{
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return nativeStrongRule;
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}
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inline bool isNativeRule() const
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{
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return nativeRule;
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}
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void setNative();
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/// The name of the rule. Can be any value of the RULE_* constants or a ID of a another pattern.
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//FIXME: remove string variable altogether, use only in constructor
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std::string name;
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/// Optional. A rule can have points. Patterns may have a minimum count of points to reach to be successful.
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int points;
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private:
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bool standardRule;
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bool anyRule;
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bool dirtRule;
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bool sandRule;
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bool transitionRule;
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bool nativeStrongRule;
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bool nativeRule;
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WeightedRule(); //only allow string constructor
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};
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static const int PATTERN_DATA_SIZE = 9;
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/// Constant for the flip mode different images. Pattern will be flipped and different images will be used(mapping area is divided into 4 parts)
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static const std::string FLIP_MODE_DIFF_IMAGES;
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/// Constant for the rule dirt, meaning a dirty border is required.
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static const std::string RULE_DIRT;
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/// Constant for the rule sand, meaning a sandy border is required.
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static const std::string RULE_SAND;
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/// Constant for the rule transition, meaning a dirty OR sandy border is required.
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static const std::string RULE_TRANSITION;
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/// Constant for the rule native, meaning a native border is required.
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static const std::string RULE_NATIVE;
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/// Constant for the rule native strong, meaning a native type is required.
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static const std::string RULE_NATIVE_STRONG;
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/// Constant for the rule any, meaning a native type, dirty OR sandy border is required.
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static const std::string RULE_ANY;
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TerrainViewPattern();
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/// The pattern data can be visualized as a 3x3 matrix:
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/// [ ][ ][ ]
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/// [ ][ ][ ]
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/// [ ][ ][ ]
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///
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/// The box in the center belongs always to the native terrain type and
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/// is the point of origin. Depending on the terrain type different rules
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/// can be used. Their meaning differs also from type to type.
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///
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/// std::vector -> several rules can be used in one cell
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std::array<std::vector<WeightedRule>, PATTERN_DATA_SIZE> data;
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/// The identifier of the pattern, if it's referenced from a another pattern.
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std::string id;
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/// This describes the mapping between this pattern and the corresponding range of frames
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/// which should be used for the ter view.
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///
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/// std::vector -> size=1: typical, size=2: if this pattern should map to two different types of borders
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/// std::pair -> 1st value: lower range, 2nd value: upper range
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std::vector<std::pair<int, int> > mapping;
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/// If diffImages is true, different images/frames are used to place a rotated terrain view. If it's false
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/// the same frame will be used and rotated.
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bool diffImages;
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/// If true, then this pattern describes decoration tiles and should be used with specified probability
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bool decoration;
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/// The rotationTypesCount is only used if diffImages is true and holds the number how many rotation types(horizontal, etc...)
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/// are supported.
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int rotationTypesCount;
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/// The minimum and maximum points to reach to validate the pattern successfully.
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int minPoints;
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int maxPoints;
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};
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/// The terrain view pattern config loads pattern data from the filesystem.
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class DLL_LINKAGE CTerrainViewPatternConfig : public boost::noncopyable
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{
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public:
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using TVPVector = std::vector<TerrainViewPattern>;
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CTerrainViewPatternConfig();
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const std::vector<TVPVector> & getTerrainViewPatterns(TerrainId terrain) const;
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std::optional<const std::reference_wrapper<const TerrainViewPattern>> getTerrainViewPatternById(const std::string & patternId, const std::string & id) const;
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std::optional<const std::reference_wrapper<const CTerrainViewPatternConfig::TVPVector>> getTerrainViewPatternsById(TerrainId terrain, const std::string & id) const;
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const TVPVector * getTerrainTypePatternById(const std::string & id) const;
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void flipPattern(TerrainViewPattern & pattern, int flip) const;
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private:
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std::map<std::string, std::vector<TVPVector> > terrainViewPatterns;
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std::map<std::string, TVPVector> terrainTypePatterns;
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};
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class DLL_LINKAGE CTerrainViewPatternUtils
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{
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public:
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static void printDebuggingInfoAboutTile(const CMap * map, const int3 & pos);
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};
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VCMI_LIB_NAMESPACE_END
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