mirror of
				https://github.com/vcmi/vcmi.git
				synced 2025-10-31 00:07:39 +02:00 
			
		
		
		
	
		
			
				
	
	
		
			149 lines
		
	
	
		
			5.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			149 lines
		
	
	
		
			5.1 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; //frames of terrain animation
 | |
| 	std::vector<SDL_Surface *> rivbitmap; //frames of river animation
 | |
| 	std::vector<SDL_Surface *> roadbitmap; //frames of road animation
 | |
| 
 | |
| 	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__
 |