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vcmi/mapHandler.h
Michał W. Urbańczyk 6c4b4f21bc * Implemented rivers animation. Thanks to GrayFace for giving range of colors in palette to be shifted.
* Hopefully fixed all issues with bliwWithRotate functions family. If there are any artefacts on terrain drawing, let me know.
* Fixed drawing of objects shadows.
2009-12-22 21:53:50 +00:00

147 lines
4.9 KiB
C++

#ifndef __MAPHANDLER_H__
#define __MAPHANDLER_H__
#include "global.h"
#include <list>
#include <set>
/*
* mapHandler.h, 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
*
*/
class CGObjectInstance;
class CGHeroInstance;
struct Mapa;
class CGDefInfo;
class CGObjectInstance;
class CDefHandler;
struct TerrainTile;
struct SDL_Surface;
struct SDL_Rect;
class CDefEssential;
struct TerrainTile2
{
int3 pos;
const TerrainTile *tileInfo;
SDL_Surface * terbitmap; //bitmap of terrain
std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
TerrainTile2();
};
//pathfinder
// map<int,int> iDTerenu=>koszt_pola
// map<int,int> IDdrogi=>koszt_drogi
template <typename T> class PseudoV
{
public:
int offset;
std::vector<T> inver;
PseudoV(){};
PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
{
inver.resize(before + rest + after);
offset=before;
for(int i=0; i<before;i++)
inver[i] = fill;
for(int i=0;i<src.size();i++)
inver[offset+i] = src[i];
for(int i=src.size(); i<src.size()+after;i++)
inver[offset+i] = fill;
}
inline T & operator[](const int & n)
{
return inver[n+offset];
}
inline const T & operator[](const int & n) const
{
return inver[n+offset];
}
void resize(int rest, int before, int after)
{
inver.resize(before + rest + after);
offset=before;
}
int size() const
{
return inver.size();
}
};
class CMapHandler
{
public:
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
int3 sizes; //map size (x = width, y = height, z = number of levels)
Mapa * map;
// Size of the map window in pixels. This doesn't have to be a multiple of tiles.
int mapW;
int mapH;
// Max number of tiles that will fit in the map screen. Tiles
// can be partial on each edges.
int tilesW;
int tilesH;
// size of each side of the frame around the whole map, in tiles
int frameH;
int frameW;
// Coord in pixels of the top left corner of the top left tile to
// draw. Values range is [-31..0]. A negative value
// implies that part of the tile won't be displayed.
int offsetX;
int offsetY;
std::set<int> usedHeroes;
CDefHandler * fullHide; //for Fog of War
CDefHandler * partialHide; //for For of War
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
std::vector<CDefEssential *> roadDefs;
std::vector<CDefEssential *> staticRiverDefs;
std::vector<CDefEssential*> defs;
std::map<std::string, CDefEssential*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
CMapHandler(); //c-tor
~CMapHandler(); //d-tor
void loadDefs();
SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & 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();
void terrainRect(int3 top_tile, unsigned char anim, const std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode);
void updateWater();
unsigned char getHeroFrameNum(unsigned char dir, 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__