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https://github.com/vcmi/vcmi.git
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410 lines
15 KiB
C++
410 lines
15 KiB
C++
#pragma once
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#include "../lib/int3.h"
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#include "../lib/spells/ViewSpellInt.h"
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#include "gui/Geometries.h"
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#include "SDL.h"
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/*
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* mapHandler.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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class CGObjectInstance;
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class CGHeroInstance;
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class CGBoat;
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class CMap;
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class CGDefInfo;
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class CDefHandler;
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struct TerrainTile;
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struct SDL_Surface;
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struct SDL_Rect;
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class CDefEssential;
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class CFadeAnimation;
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class PlayerColor;
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enum class EWorldViewIcon
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{
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TOWN = 0,
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HERO,
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ARTIFACT,
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TELEPORT,
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GATE,
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MINE_WOOD,
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MINE_MERCURY,
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MINE_STONE,
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MINE_SULFUR,
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MINE_CRYSTAL,
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MINE_GEM,
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MINE_GOLD,
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RES_WOOD,
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RES_MERCURY,
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RES_STONE,
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RES_SULFUR,
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RES_CRYSTAL,
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RES_GEM,
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RES_GOLD,
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};
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enum class EMapObjectFadingType
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{
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NONE,
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IN,
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OUT
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};
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enum class EMapAnimRedrawStatus
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{
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OK,
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REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
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};
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struct TerrainTileObject
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{
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const CGObjectInstance *obj;
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SDL_Rect rect;
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int fadeAnimKey;
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TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_);
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~TerrainTileObject();
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};
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struct TerrainTile2
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{
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SDL_Surface * terbitmap; //bitmap of terrain
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std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
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TerrainTile2();
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};
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struct MapDrawingInfo
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{
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bool scaled;
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int3 &topTile; // top-left tile in viewport [in tiles]
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const std::vector< std::vector< std::vector<ui8> > > * visibilityMap;
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SDL_Rect * drawBounds; // map rect drawing bounds on screen
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CDefHandler * iconsDef; // holds overlay icons for world view mode
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float scale; // map scale for world view mode (only if scaled == true)
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bool otherheroAnim;
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ui8 anim;
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ui8 heroAnim;
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int3 movement; // used for smooth map movement
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bool puzzleMode;
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int3 grailPos; // location of grail for puzzle mode [in tiles]
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const std::vector<ObjectPosInfo> * additionalIcons;
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bool showAllTerrain; //for expert viewEarth
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MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, CDefHandler * iconsDef_ = nullptr)
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: scaled(false),
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topTile(topTile_),
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visibilityMap(visibilityMap_),
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drawBounds(drawBounds_),
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iconsDef(iconsDef_),
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scale(1.0f),
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otherheroAnim(false),
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anim(0u),
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heroAnim(0u),
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movement(int3()),
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puzzleMode(false),
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grailPos(int3()),
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additionalIcons(nullptr),
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showAllTerrain(false)
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{}
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ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
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};
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template <typename T> class PseudoV
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{
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public:
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PseudoV() : offset(0) { }
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PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill) : offset(before)
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{
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inver.resize(before + rest + after);
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for(int i=0; i<before;i++)
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inver[i] = fill;
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for(int i=0;i<src.size();i++)
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inver[offset+i] = src[i];
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for(int i=src.size(); i<src.size()+after;i++)
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inver[offset+i] = fill;
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}
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inline T & operator[](const int & n)
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{
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return inver[n+offset];
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}
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inline const T & operator[](const int & n) const
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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 before, int after)
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{
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inver.resize(before + rest + after);
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offset=before;
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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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private:
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int offset;
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std::vector<T> inver;
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};
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class CMapHandler
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{
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enum class EMapCacheType
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{
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TERRAIN, TERRAIN_CUSTOM, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME
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};
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/// temporarily caches rescaled sdl surfaces for map world view redrawing
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class CMapCache
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{
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std::map<EMapCacheType, std::map<intptr_t, SDL_Surface *>> data;
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float worldViewCachedScale;
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public:
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/// destroys all cached data (frees surfaces)
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void discardWorldViewCache();
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/// updates scale and determines if currently cached data is still valid
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void updateWorldViewScale(float scale);
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void removeFromWorldViewCache(EMapCacheType type, intptr_t key);
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/// asks for cached data; @returns cached surface or nullptr if data is not in cache
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SDL_Surface * requestWorldViewCache(EMapCacheType type, intptr_t key);
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/// asks for cached data; @returns cached data if found, new scaled surface otherwise
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SDL_Surface * requestWorldViewCacheOrCreate(EMapCacheType type, intptr_t key, SDL_Surface * fullSurface, float scale);
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SDL_Surface * cacheWorldViewEntry(EMapCacheType type, intptr_t key, SDL_Surface * entry);
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intptr_t genKey(intptr_t realPtr, ui8 mod);
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};
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/// helper struct to pass around resolved bitmaps of an object; surfaces can be nullptr if object doesn't have bitmap of that type
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struct AnimBitmapHolder
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{
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SDL_Surface * objBitmap; // main object bitmap
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SDL_Surface * flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
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bool isMoving; // indicates if the object is moving (again, heroes/boats only)
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AnimBitmapHolder(SDL_Surface * objBitmap_ = nullptr, SDL_Surface * flagBitmap_ = nullptr, bool moving = false)
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: objBitmap(objBitmap_),
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flagBitmap(flagBitmap_),
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isMoving(moving)
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{}
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};
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class CMapBlitter
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{
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protected:
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const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
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CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
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int tileSize; // size of a tile drawn on map [in pixels]
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int halfTileSizeCeil; // half of the tile size, rounded up
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int3 tileCount; // number of tiles in current viewport
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int3 topTile; // top-left tile of the viewport
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int3 initPos; // starting drawing position [in pixels]
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int3 pos; // current position [in tiles]
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int3 realPos; // current position [in pixels]
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Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
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Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
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const MapDrawingInfo * info; // data for drawing passed from outside
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/// general drawing method, called internally by more specialized ones
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virtual void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
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SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const = 0;
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// first drawing pass
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/// draws terrain bitmap (or custom bitmap if applicable) on current tile
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virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
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/// draws a river segment on current tile
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virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
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/// draws a road segment on current tile
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virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
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/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
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virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
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virtual void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
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virtual void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
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// second drawing pass
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/// current tile: draws overlay over the map, used to draw world view icons
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virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
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/// draws fog of war on current tile
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virtual void drawFow(SDL_Surface * targetSurf) const;
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/// draws map border frame on current position
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virtual void drawFrame(SDL_Surface * targetSurf) const;
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/// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
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virtual void drawOverlayEx(SDL_Surface * targetSurf);
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// third drawing pass
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/// custom post-processing, if needed (used by puzzle view)
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virtual void postProcessing(SDL_Surface * targetSurf) const {}
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// misc methods
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/// initializes frame-drawing (called at the start of every redraw)
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virtual void init(const MapDrawingInfo * drawingInfo) = 0;
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/// calculates clip region for map viewport
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virtual SDL_Rect clip(SDL_Surface * targetSurf) const = 0;
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virtual ui8 getHeroFrameNum(ui8 dir, bool isMoving) const;
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///returns appropriate bitmap and info if alpha blitting is necessary
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virtual std::pair<SDL_Surface *, bool> getVisBitmap() const;
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virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
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virtual bool canDrawObject(const CGObjectInstance * obj) const;
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virtual bool canDrawCurrentTile() const;
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// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
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AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
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AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
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SDL_Surface * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
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SDL_Surface * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
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SDL_Surface * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int indexOffset, ui8 dir) const;
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SDL_Surface * findFlagBitmapInternal(const CDefEssential * def, int anim, int indexOffset, ui8 dir, bool moving) const;
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int findAnimIndexByGroup(const CDefEssential * def, int groupNum) const;
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public:
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CMapBlitter(CMapHandler * p) : parent(p) {}
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virtual ~CMapBlitter(){}
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void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
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/// helper method that chooses correct bitmap(s) for given object
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AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
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};
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class CMapNormalBlitter : public CMapBlitter
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{
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protected:
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void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
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SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
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void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
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void init(const MapDrawingInfo * info) override;
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SDL_Rect clip(SDL_Surface * targetSurf) const override;
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public:
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CMapNormalBlitter(CMapHandler * parent);
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virtual ~CMapNormalBlitter(){}
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};
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class CMapWorldViewBlitter : public CMapBlitter
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{
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private:
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SDL_Surface * objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
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protected:
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void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
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SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
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void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
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void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
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void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const override;
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void drawFrame(SDL_Surface * targetSurf) const override {}
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void drawOverlayEx(SDL_Surface * targetSurf);
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void init(const MapDrawingInfo * info) override;
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SDL_Rect clip(SDL_Surface * targetSurf) const override;
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// ui8 getHeroFrameNum(ui8 dir, bool isMoving) const override { return 0u; }
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ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
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void drawScaledRotatedElement(EMapCacheType type, SDL_Surface * baseSurf, SDL_Surface * targetSurf, ui8 rotation,
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float scale, SDL_Rect * dstRect, SDL_Rect * srcRect = nullptr) const;
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void calculateWorldViewCameraPos();
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public:
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CMapWorldViewBlitter(CMapHandler * parent);
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virtual ~CMapWorldViewBlitter(){}
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};
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class CMapPuzzleViewBlitter : public CMapNormalBlitter
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{
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std::vector<int> unblittableObjects;
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void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
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void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
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void postProcessing(SDL_Surface * targetSurf) const override;
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bool canDrawObject(const CGObjectInstance * obj) const override;
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bool canDrawCurrentTile() const override { return true; }
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public:
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CMapPuzzleViewBlitter(CMapHandler * parent);
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};
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CMapCache cache;
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CMapBlitter * normalBlitter;
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CMapBlitter * worldViewBlitter;
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CMapBlitter * puzzleViewBlitter;
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std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
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int fadeAnimCounter;
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CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
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bool updateObjectsFade();
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bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
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public:
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PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
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int3 sizes; //map size (x = width, y = height, z = number of levels)
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const CMap * map;
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// Max number of tiles that will fit in the map screen. Tiles
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// can be partial on each edges.
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int tilesW;
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int tilesH;
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// size of each side of the frame around the whole map, in tiles
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int frameH;
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int frameW;
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// Coord in pixels of the top left corner of the top left tile to
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// draw. Values range is [-31..0]. A negative value
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// implies that part of the tile won't be displayed.
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int offsetX;
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int offsetY;
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//std::set<int> usedHeroes;
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std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
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std::vector<CDefEssential *> roadDefs;
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std::vector<CDefEssential *> staticRiverDefs;
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std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
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mutable std::map<const CGObjectInstance*, ui8> animationPhase;
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CMapHandler(); //c-tor
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~CMapHandler(); //d-tor
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void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
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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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bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to ttiles, so obj will be visible on map
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bool hideObject(const CGObjectInstance * obj, bool fadeout = false); //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, bool fadeout = false); //removes object from each place in VCMI (I hope)
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void init();
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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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EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
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void updateWater();
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void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
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static ui8 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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/// determines if the map is ready to handle new hero movement (not available during fading animations)
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bool canStartHeroMovement();
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void discardWorldViewCache();
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static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
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};
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