mirror of
https://github.com/vcmi/vcmi.git
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1468 lines
43 KiB
C++
1468 lines
43 KiB
C++
/*
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* mapHandler.cpp, 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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#include "StdInc.h"
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#include "mapHandler.h"
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#include "CBitmapHandler.h"
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#include "gui/CAnimation.h"
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#include "gui/SDL_Extensions.h"
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#include "CGameInfo.h"
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#include "../lib/mapObjects/CGHeroInstance.h"
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#include "../lib/mapObjects/CObjectClassesHandler.h"
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#include "../lib/CGameState.h"
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#include "../lib/CHeroHandler.h"
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#include "../lib/CTownHandler.h"
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#include "Graphics.h"
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#include "../lib/mapping/CMap.h"
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#include "../lib/CConfigHandler.h"
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#include "../lib/CGeneralTextHandler.h"
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#include "../lib/GameConstants.h"
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#include "../lib/CStopWatch.h"
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#include "CMT.h"
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#include "../lib/CRandomGenerator.h"
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#define ADVOPT (conf.go()->ac)
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static bool objectBlitOrderSorter(const TerrainTileObject & a, const TerrainTileObject & b)
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{
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return CMapHandler::compareObjectBlitOrder(a.obj, b.obj);
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}
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struct NeighborTilesInfo
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{
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bool d7, //789
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d8, //456
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d9, //123
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d4,
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d5,
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d6,
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d1,
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d2,
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d3;
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NeighborTilesInfo(const int3 & pos, const int3 & sizes, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap)
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{
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auto getTile = [&](int dx, int dy)->bool
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{
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if ( dx + pos.x < 0 || dx + pos.x >= sizes.x
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|| dy + pos.y < 0 || dy + pos.y >= sizes.y)
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return false;
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return visibilityMap[dx+pos.x][dy+pos.y][pos.z];
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};
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d7 = getTile(-1, -1); //789
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d8 = getTile( 0, -1); //456
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d9 = getTile(+1, -1); //123
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d4 = getTile(-1, 0);
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d5 = visibilityMap[pos.x][pos.y][pos.z];
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d6 = getTile(+1, 0);
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d1 = getTile(-1, +1);
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d2 = getTile( 0, +1);
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d3 = getTile(+1, +1);
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}
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bool areAllHidden() const
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{
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return !(d1 || d2 || d3 || d4 || d5 || d6 || d7 || d8 || d8 );
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}
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int getBitmapID() const
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{
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//NOTE: some images have unused in VCMI pair (same blockmap but a bit different look)
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// 0-1, 2-3, 4-5, 11-13, 12-14
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static const int visBitmaps[256] = {
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-1, 34, 4, 4, 22, 23, 4, 4, 36, 36, 38, 38, 47, 47, 38, 38, //16
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3, 25, 12, 12, 3, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //32
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35, 39, 48, 48, 41, 43, 48, 48, 36, 36, 38, 38, 47, 47, 38, 38, //48
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26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //64
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0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //80
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13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //96
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0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //112
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13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //128
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15, 17, 30, 30, 16, 19, 30, 30, 46, 46, 40, 40, 32, 32, 40, 40, //144
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2, 25, 12, 12, 2, 25, 12, 12, 9, 9, 6, 6, 9, 9, 6, 6, //160
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18, 42, 31, 31, 20, 21, 31, 31, 46, 46, 40, 40, 32, 32, 40, 40, //176
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26, 49, 28, 28, 26, 49, 28, 28, 9, 9, 6, 6, 9, 9, 6, 6, //192
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0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //208
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13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10, //224
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0, 45, 29, 29, 24, 33, 29, 29, 37, 37, 7, 7, 50, 50, 7, 7, //240
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13, 27, 44, 44, 13, 27, 44, 44, 8, 8, 10, 10, 8, 8, 10, 10 //256
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};
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return visBitmaps[d1 + d2 * 2 + d3 * 4 + d4 * 8 + d6 * 16 + d7 * 32 + d8 * 64 + d9 * 128]; // >=0 -> partial hide, <0 - full hide
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}
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};
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void CMapHandler::prepareFOWDefs()
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{
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//assume all frames in group 0
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size_t size = graphics->fogOfWarFullHide->size(0);
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FoWfullHide.resize(size);
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for(size_t frame = 0; frame < size; frame++)
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FoWfullHide[frame] = graphics->fogOfWarFullHide->getImage(frame);
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//initialization of type of full-hide image
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hideBitmap.resize(sizes.x);
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for (auto & elem : hideBitmap)
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{
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elem.resize(sizes.y);
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}
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for (auto & elem : hideBitmap)
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{
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for (int j = 0; j < sizes.y; ++j)
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{
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elem[j].resize(sizes.z);
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for(int k = 0; k < sizes.z; ++k)
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{
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elem[j][k] = CRandomGenerator::getDefault().nextInt(size - 1);
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}
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}
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}
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size = graphics->fogOfWarPartialHide->size(0);
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FoWpartialHide.resize(size);
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for(size_t frame = 0; frame < size; frame++)
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FoWpartialHide[frame] = graphics->fogOfWarPartialHide->getImage(frame);
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}
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EMapAnimRedrawStatus CMapHandler::drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim /* = false */)
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{
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assert(info);
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bool hasActiveFade = updateObjectsFade();
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resolveBlitter(info)->blit(targetSurface, info);
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return hasActiveFade ? EMapAnimRedrawStatus::REDRAW_REQUESTED : EMapAnimRedrawStatus::OK;
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}
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void CMapHandler::initTerrainGraphics()
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{
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static const std::vector<std::string> TERRAIN_FILES =
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{
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"DIRTTL",
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"SANDTL",
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"GRASTL",
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"SNOWTL",
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"SWMPTL",
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"ROUGTL",
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"SUBBTL",
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"LAVATL",
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"WATRTL",
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"ROCKTL"
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};
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static const std::vector<std::string> ROAD_FILES =
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{
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"dirtrd",
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"gravrd",
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"cobbrd"
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};
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static const std::vector<std::string> RIVER_FILES =
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{
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"clrrvr",
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"icyrvr",
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"mudrvr",
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"lavrvr"
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};
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auto loadFlipped = [this](int types, TFlippedAnimations & animation, TFlippedCache & cache, const std::vector<std::string> & files)
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{
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animation.resize(types);
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cache.resize(types);
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//no rotation and basic setup
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for(int i = 0; i < types; i++)
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{
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animation[i][0] = make_unique<CAnimation>(files[i]);
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animation[i][0]->preload();
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const size_t views = animation[i][0]->size(0);
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cache[i].resize(views);
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for(int j = 0; j < views; j++)
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cache[i][j][0] = animation[i][0]->getImage(j);
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}
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for(int rotation = 1; rotation < 4; rotation++)
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{
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for(int i = 0; i < types; i++)
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{
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animation[i][rotation] = make_unique<CAnimation>(files[i]);
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animation[i][rotation]->preload();
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const size_t views = animation[i][rotation]->size(0);
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for(int j = 0; j < views; j++)
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{
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IImage * image = animation[i][rotation]->getImage(j);
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if(rotation == 2 || rotation == 3)
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image->horizontalFlip();
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if(rotation == 1 || rotation == 3)
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image->verticalFlip();
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cache[i][j][rotation] = image;
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}
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}
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}
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};
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loadFlipped(GameConstants::TERRAIN_TYPES, terrainAnimations, terrainImages, TERRAIN_FILES);
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loadFlipped(3, roadAnimations, roadImages, ROAD_FILES);
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loadFlipped(4, riverAnimations, riverImages, RIVER_FILES);
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// Create enough room for the whole map and its frame
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ttiles.resize(sizes.x, frameW, frameW);
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for (int i=0-frameW;i<ttiles.size()-frameW;i++)
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{
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ttiles[i].resize(sizes.y, frameH, frameH);
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}
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for (int i=0-frameW;i<ttiles.size()-frameW;i++)
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{
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for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
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ttiles[i][j].resize(sizes.z, 0, 0);
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}
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}
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void CMapHandler::initBorderGraphics()
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{
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egdeImages.resize(egdeAnimation->size(0));
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for(size_t i = 0; i < egdeImages.size(); i++)
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egdeImages[i] = egdeAnimation->getImage(i);
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edgeFrames.resize(sizes.x, frameW, frameW);
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for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
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{
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edgeFrames[i].resize(sizes.y, frameH, frameH);
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}
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for (int i=0-frameW;i<edgeFrames.size()-frameW;i++)
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{
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for (int j=0-frameH;j<(int)sizes.y+frameH;j++)
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edgeFrames[i][j].resize(sizes.z, 0, 0);
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}
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auto & rand = CRandomGenerator::getDefault();
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for (int i=0-frameW; i<sizes.x+frameW; i++) //by width
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{
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for (int j=0-frameH; j<sizes.y+frameH;j++) //by height
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{
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for(int k=0; k<sizes.z; ++k) //by levels
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{
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ui8 terBitmapNum = 0;
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if(i < 0 || i > (sizes.x-1) || j < 0 || j > (sizes.y-1))
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{
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if(i==-1 && j==-1)
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terBitmapNum = 16;
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else if(i==-1 && j==(sizes.y))
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terBitmapNum = 19;
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else if(i==(sizes.x) && j==-1)
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terBitmapNum = 17;
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else if(i==(sizes.x) && j==(sizes.y))
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terBitmapNum = 18;
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else if(j == -1 && i > -1 && i < sizes.x)
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terBitmapNum = rand.nextInt(22, 23);
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else if(i == -1 && j > -1 && j < sizes.y)
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terBitmapNum = rand.nextInt(33, 34);
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else if(j == sizes.y && i >-1 && i < sizes.x)
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terBitmapNum = rand.nextInt(29, 30);
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else if(i == sizes.x && j > -1 && j < sizes.y)
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terBitmapNum = rand.nextInt(25, 26);
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else
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terBitmapNum = rand.nextInt(15);
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}
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edgeFrames[i][j][k] = terBitmapNum;
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}
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}
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}
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}
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void CMapHandler::initObjectRects()
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{
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//initializing objects / rects
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for(auto & elem : map->objects)
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{
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const CGObjectInstance *obj = elem;
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if( !obj
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|| (obj->ID==Obj::HERO && static_cast<const CGHeroInstance*>(obj)->inTownGarrison) //garrisoned hero
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|| (obj->ID==Obj::BOAT && static_cast<const CGBoat*>(obj)->hero)) //boat with hero (hero graphics is used)
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{
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continue;
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}
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std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);
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//no animation at all
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if(!animation)
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continue;
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//empty animation
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if(animation->size(0) == 0)
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continue;
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IImage * image = animation->getImage(0,0);
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for(int fx=0; fx < obj->getWidth(); ++fx)
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{
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for(int fy=0; fy < obj->getHeight(); ++fy)
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{
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int3 currTile(obj->pos.x - fx, obj->pos.y - fy, obj->pos.z);
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SDL_Rect cr;
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cr.w = 32;
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cr.h = 32;
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cr.x = image->width() - fx * 32 - 32;
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cr.y = image->height() - fy * 32 - 32;
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TerrainTileObject toAdd(obj,cr);
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if( map->isInTheMap(currTile) && // within map
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cr.x + cr.w > 0 && // image has data on this tile
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cr.y + cr.h > 0 &&
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obj->coveringAt(currTile.x, currTile.y) // object is visible here
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)
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{
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ttiles[currTile.x][currTile.y][currTile.z].objects.push_back(toAdd);
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}
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}
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}
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}
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for(int ix=0; ix<ttiles.size()-frameW; ++ix)
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{
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for(int iy=0; iy<ttiles[0].size()-frameH; ++iy)
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{
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for(int iz=0; iz<ttiles[0][0].size(); ++iz)
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{
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stable_sort(ttiles[ix][iy][iz].objects.begin(), ttiles[ix][iy][iz].objects.end(), objectBlitOrderSorter);
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}
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}
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}
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}
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void CMapHandler::init()
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{
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CStopWatch th;
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th.getDiff();
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// Size of visible terrain.
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int mapW = conf.go()->ac.advmapW;
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int mapH = conf.go()->ac.advmapH;
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//sizes of terrain
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sizes.x = map->width;
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sizes.y = map->height;
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sizes.z = map->twoLevel ? 2 : 1;
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// Total number of visible tiles. Subtract the center tile, then
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// compute the number of tiles on each side, and reassemble.
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int t1, t2;
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t1 = (mapW-32)/2;
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t2 = mapW - 32 - t1;
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tilesW = 1 + (t1+31)/32 + (t2+31)/32;
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t1 = (mapH-32)/2;
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t2 = mapH - 32 - t1;
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tilesH = 1 + (t1+31)/32 + (t2+31)/32;
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// Size of the frame around the map. In extremes positions, the
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// frame must not be on the center of the map, but right on the
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// edge of the center tile.
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frameW = (mapW+31) /32 / 2;
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frameH = (mapH+31) /32 / 2;
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offsetX = (mapW - (2*frameW+1)*32)/2;
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offsetY = (mapH - (2*frameH+1)*32)/2;
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prepareFOWDefs();
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initTerrainGraphics();
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initBorderGraphics();
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logGlobal->infoStream()<<"\tPreparing FoW, terrain, roads, rivers, borders: "<<th.getDiff();
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initObjectRects();
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logGlobal->infoStream()<<"\tMaking object rects: "<<th.getDiff();
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}
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CMapHandler::CMapBlitter *CMapHandler::resolveBlitter(const MapDrawingInfo * info) const
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{
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if (info->scaled)
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return worldViewBlitter;
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if (info->puzzleMode)
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return puzzleViewBlitter;
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return normalBlitter;
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}
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void CMapHandler::CMapNormalBlitter::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const
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{
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source->draw(targetSurf, destRect, sourceRect);
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}
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void CMapHandler::CMapNormalBlitter::init(const MapDrawingInfo * drawingInfo)
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{
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info = drawingInfo;
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// Width and height of the portion of the map to process. Units in tiles.
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tileCount.x = parent->tilesW;
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tileCount.y = parent->tilesH;
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topTile = info->topTile;
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initPos.x = parent->offsetX + info->drawBounds->x;
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initPos.y = parent->offsetY + info->drawBounds->y;
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realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);
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// If moving, we need to add an extra column/line
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if (info->movement.x != 0)
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{
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tileCount.x++;
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initPos.x += info->movement.x;
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if (info->movement.x > 0)
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{
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// Moving right. We still need to draw the old tile on the
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// left, so adjust our referential
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topTile.x--;
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initPos.x -= tileSize;
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}
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}
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if (info->movement.y != 0)
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{
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tileCount.y++;
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initPos.y += info->movement.y;
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if (info->movement.y > 0)
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{
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// Moving down. We still need to draw the tile on the top,
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// so adjust our referential.
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topTile.y--;
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initPos.y -= tileSize;
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}
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}
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// Reduce sizes if we go out of the full map.
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if (topTile.x < -parent->frameW)
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topTile.x = -parent->frameW;
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if (topTile.y < -parent->frameH)
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topTile.y = -parent->frameH;
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if (topTile.x + tileCount.x > parent->sizes.x + parent->frameW)
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tileCount.x = parent->sizes.x + parent->frameW - topTile.x;
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if (topTile.y + tileCount.y > parent->sizes.y + parent->frameH)
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tileCount.y = parent->sizes.y + parent->frameH - topTile.y;
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}
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SDL_Rect CMapHandler::CMapNormalBlitter::clip(SDL_Surface * targetSurf) const
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{
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SDL_Rect prevClip;
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SDL_GetClipRect(targetSurf, &prevClip);
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SDL_SetClipRect(targetSurf, info->drawBounds);
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return prevClip;
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}
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CMapHandler::CMapNormalBlitter::CMapNormalBlitter(CMapHandler * parent)
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: CMapBlitter(parent)
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{
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tileSize = 32;
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halfTileSizeCeil = 16;
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defaultTileRect = Rect(0, 0, tileSize, tileSize);
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|
}
|
|
|
|
IImage * CMapHandler::CMapWorldViewBlitter::objectToIcon(Obj id, si32 subId, PlayerColor owner) const
|
|
{
|
|
int ownerIndex = 0;
|
|
if(owner < PlayerColor::PLAYER_LIMIT)
|
|
{
|
|
ownerIndex = owner.getNum() * 19;
|
|
}
|
|
else if (owner == PlayerColor::NEUTRAL)
|
|
{
|
|
ownerIndex = PlayerColor::PLAYER_LIMIT.getNum() * 19;
|
|
}
|
|
|
|
switch(id)
|
|
{
|
|
case Obj::MONOLITH_ONE_WAY_ENTRANCE:
|
|
case Obj::MONOLITH_ONE_WAY_EXIT:
|
|
case Obj::MONOLITH_TWO_WAY:
|
|
return info->icons->getImage((int)EWorldViewIcon::TELEPORT);
|
|
case Obj::SUBTERRANEAN_GATE:
|
|
return info->icons->getImage((int)EWorldViewIcon::GATE);
|
|
case Obj::ARTIFACT:
|
|
return info->icons->getImage((int)EWorldViewIcon::ARTIFACT);
|
|
case Obj::TOWN:
|
|
return info->icons->getImage((int)EWorldViewIcon::TOWN + ownerIndex);
|
|
case Obj::HERO:
|
|
return info->icons->getImage((int)EWorldViewIcon::HERO + ownerIndex);
|
|
case Obj::MINE:
|
|
return info->icons->getImage((int)EWorldViewIcon::MINE_WOOD + subId + ownerIndex);
|
|
case Obj::RESOURCE:
|
|
return info->icons->getImage((int)EWorldViewIcon::RES_WOOD + subId + ownerIndex);
|
|
}
|
|
return nullptr;
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::calculateWorldViewCameraPos()
|
|
{
|
|
bool outsideLeft = topTile.x < 0;
|
|
bool outsideTop = topTile.y < 0;
|
|
bool outsideRight = std::max(0, topTile.x) + tileCount.x > parent->sizes.x;
|
|
bool outsideBottom = std::max(0, topTile.y) + tileCount.y > parent->sizes.y;
|
|
|
|
if (tileCount.x > parent->sizes.x)
|
|
topTile.x = parent->sizes.x / 2 - tileCount.x / 2; // center viewport if the whole map can fit into the screen at once
|
|
else if (outsideLeft)
|
|
{
|
|
if (outsideRight)
|
|
topTile.x = parent->sizes.x / 2 - tileCount.x / 2;
|
|
else
|
|
topTile.x = 0;
|
|
}
|
|
else if (outsideRight)
|
|
topTile.x = parent->sizes.x - tileCount.x;
|
|
|
|
if (tileCount.y > parent->sizes.y)
|
|
topTile.y = parent->sizes.y / 2 - tileCount.y / 2;
|
|
else if (outsideTop)
|
|
{
|
|
if (outsideBottom)
|
|
topTile.y = parent->sizes.y / 2 - tileCount.y / 2;
|
|
else
|
|
topTile.y = 0;
|
|
}
|
|
else if (outsideBottom)
|
|
topTile.y = parent->sizes.y - tileCount.y;
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const
|
|
{
|
|
IImage * scaled = parent->cache.requestWorldViewCacheOrCreate(cacheType, source);
|
|
|
|
if(scaled)
|
|
scaled->draw(targetSurf, destRect, sourceRect);
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
|
|
{
|
|
auto drawIcon = [this,targetSurf](Obj id, si32 subId, PlayerColor owner)
|
|
{
|
|
IImage * wvIcon = this->objectToIcon(id, subId, owner);
|
|
|
|
if(nullptr != wvIcon)
|
|
{
|
|
// centering icon on the object
|
|
Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);
|
|
wvIcon->draw(targetSurf, dest.x, dest.y);
|
|
}
|
|
};
|
|
|
|
auto & objects = tile.objects;
|
|
for(auto & object : objects)
|
|
{
|
|
const CGObjectInstance * obj = object.obj;
|
|
|
|
const bool sameLevel = obj->pos.z == pos.z;
|
|
const bool isVisible = (*info->visibilityMap)[pos.x][pos.y][pos.z];
|
|
const bool isVisitable = obj->visitableAt(pos.x, pos.y);
|
|
|
|
if(sameLevel && isVisible && isVisitable)
|
|
drawIcon(obj->ID, obj->subID, obj->tempOwner);
|
|
}
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::drawOverlayEx(SDL_Surface * targetSurf)
|
|
{
|
|
if(nullptr == info->additionalIcons)
|
|
return;
|
|
|
|
const int3 bottomRight = pos + tileCount;
|
|
|
|
for(const ObjectPosInfo & iconInfo : *(info->additionalIcons))
|
|
{
|
|
if( iconInfo.pos.z != pos.z)
|
|
continue;
|
|
|
|
if((iconInfo.pos.x < topTile.x) || (iconInfo.pos.y < topTile.y))
|
|
continue;
|
|
|
|
if((iconInfo.pos.x > bottomRight.x) || (iconInfo.pos.y > bottomRight.y))
|
|
continue;
|
|
|
|
realPos.x = initPos.x + (iconInfo.pos.x - topTile.x) * tileSize;
|
|
realPos.y = initPos.x + (iconInfo.pos.y - topTile.y) * tileSize;
|
|
|
|
IImage * wvIcon = this->objectToIcon(iconInfo.id, iconInfo.subId, iconInfo.owner);
|
|
|
|
if(nullptr != wvIcon)
|
|
{
|
|
// centering icon on the object
|
|
Point dest(realPos.x + tileSize / 2 - wvIcon->width() / 2, realPos.y + tileSize / 2 - wvIcon->height() / 2);
|
|
wvIcon->draw(targetSurf, dest.x, dest.y);
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
|
|
{
|
|
if (moving)
|
|
return;
|
|
|
|
CMapBlitter::drawHeroFlag(targetSurf, source, sourceRect, destRect, false);
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const
|
|
{
|
|
if (moving)
|
|
return;
|
|
|
|
Rect scaledSourceRect(sourceRect->x * info->scale, sourceRect->y * info->scale, sourceRect->w, sourceRect->h);
|
|
CMapBlitter::drawObject(targetSurf, source, &scaledSourceRect, false);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const
|
|
{
|
|
Rect destRect(realTileRect);
|
|
|
|
ui8 rotation = tinfo.extTileFlags % 4;
|
|
|
|
drawElement(EMapCacheType::TERRAIN, parent->terrainImages[tinfo.terType][tinfo.terView][rotation], nullptr, targetSurf, &destRect);
|
|
}
|
|
|
|
void CMapHandler::CMapWorldViewBlitter::init(const MapDrawingInfo * drawingInfo)
|
|
{
|
|
info = drawingInfo;
|
|
parent->cache.updateWorldViewScale(info->scale);
|
|
|
|
topTile = info->topTile;
|
|
tileSize = (int) floorf(32.0f * info->scale);
|
|
halfTileSizeCeil = (int)ceilf(tileSize / 2.0f);
|
|
|
|
tileCount.x = (int) ceilf((float)info->drawBounds->w / tileSize);
|
|
tileCount.y = (int) ceilf((float)info->drawBounds->h / tileSize);
|
|
|
|
initPos.x = info->drawBounds->x;
|
|
initPos.y = info->drawBounds->y;
|
|
|
|
realTileRect = Rect(initPos.x, initPos.y, tileSize, tileSize);
|
|
defaultTileRect = Rect(0, 0, tileSize, tileSize);
|
|
|
|
calculateWorldViewCameraPos();
|
|
}
|
|
|
|
SDL_Rect CMapHandler::CMapWorldViewBlitter::clip(SDL_Surface * targetSurf) const
|
|
{
|
|
SDL_Rect prevClip;
|
|
|
|
SDL_FillRect(targetSurf, info->drawBounds, SDL_MapRGB(targetSurf->format, 0, 0, 0));
|
|
// makes the clip area smaller if the map is smaller than the screen frame
|
|
// (actually, it could be made 1 tile bigger so that overlay icons on edge tiles could be drawn partly outside)
|
|
Rect clipRect(std::max<int>(info->drawBounds->x, info->drawBounds->x - topTile.x * tileSize),
|
|
std::max<int>(info->drawBounds->y, info->drawBounds->y - topTile.y * tileSize),
|
|
std::min<int>(info->drawBounds->w, parent->sizes.x * tileSize),
|
|
std::min<int>(info->drawBounds->h, parent->sizes.y * tileSize));
|
|
SDL_GetClipRect(targetSurf, &prevClip);
|
|
SDL_SetClipRect(targetSurf, &clipRect); //preventing blitting outside of that rect
|
|
return prevClip;
|
|
}
|
|
|
|
CMapHandler::CMapWorldViewBlitter::CMapWorldViewBlitter(CMapHandler * parent)
|
|
: CMapBlitter(parent)
|
|
{
|
|
}
|
|
|
|
void CMapHandler::CMapPuzzleViewBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
|
|
{
|
|
CMapBlitter::drawObjects(targetSurf, tile);
|
|
|
|
// grail X mark
|
|
if(pos.x == info->grailPos.x && pos.y == info->grailPos.y)
|
|
{
|
|
const IImage * mark = graphics->heroMoveArrows->getImage(0);
|
|
mark->draw(targetSurf,realTileRect.x,realTileRect.y);
|
|
}
|
|
}
|
|
|
|
void CMapHandler::CMapPuzzleViewBlitter::postProcessing(SDL_Surface * targetSurf) const
|
|
{
|
|
CSDL_Ext::applyEffect(targetSurf, info->drawBounds, static_cast<int>(!ADVOPT.puzzleSepia));
|
|
}
|
|
|
|
bool CMapHandler::CMapPuzzleViewBlitter::canDrawObject(const CGObjectInstance * obj) const
|
|
{
|
|
if (!CMapBlitter::canDrawObject(obj))
|
|
return false;
|
|
|
|
//don't print flaggable objects in puzzle mode
|
|
if (obj->isVisitable())
|
|
return false;
|
|
|
|
if(std::find(unblittableObjects.begin(), unblittableObjects.end(), obj->ID) != unblittableObjects.end())
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
CMapHandler::CMapPuzzleViewBlitter::CMapPuzzleViewBlitter(CMapHandler * parent)
|
|
: CMapNormalBlitter(parent)
|
|
{
|
|
unblittableObjects.push_back(Obj::HOLE);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawFrame(SDL_Surface * targetSurf) const
|
|
{
|
|
Rect destRect(realTileRect);
|
|
drawElement(EMapCacheType::FRAME, parent->egdeImages[parent->edgeFrames[pos.x][pos.y][topTile.z]], nullptr, targetSurf, &destRect);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawOverlayEx(SDL_Surface * targetSurf)
|
|
{
|
|
//nothing to do here
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const
|
|
{
|
|
drawElement(EMapCacheType::HERO_FLAGS, source, sourceRect, targetSurf, destRect);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const
|
|
{
|
|
Rect dstRect(realTileRect);
|
|
drawElement(EMapCacheType::OBJECTS, source, sourceRect, targetSurf, &dstRect);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const
|
|
{
|
|
auto & objects = tile.objects;
|
|
for(auto & object : objects)
|
|
{
|
|
if (object.fadeAnimKey >= 0)
|
|
{
|
|
auto fadeIter = parent->fadeAnims.find(object.fadeAnimKey);
|
|
if (fadeIter != parent->fadeAnims.end())
|
|
{
|
|
// this object is currently fading, so skip normal drawing
|
|
Rect r2(realTileRect);
|
|
CFadeAnimation * fade = (*fadeIter).second.second;
|
|
fade->draw(targetSurf, nullptr, &r2);
|
|
continue;
|
|
}
|
|
logGlobal->errorStream() << "Fading map object with missing fade anim : " << object.fadeAnimKey;
|
|
continue;
|
|
}
|
|
|
|
const CGObjectInstance * obj = object.obj;
|
|
if (!obj)
|
|
{
|
|
logGlobal->errorStream() << "Stray map object that isn't fading";
|
|
continue;
|
|
}
|
|
|
|
if (!canDrawObject(obj))
|
|
continue;
|
|
|
|
auto objData = findObjectBitmap(obj, info->anim);
|
|
if (objData.objBitmap)
|
|
{
|
|
Rect srcRect(object.rect.x, object.rect.y, tileSize, tileSize);
|
|
|
|
drawObject(targetSurf, objData.objBitmap, &srcRect, objData.isMoving);
|
|
if (objData.flagBitmap)
|
|
{
|
|
if (objData.isMoving)
|
|
{
|
|
srcRect.y += FRAMES_PER_MOVE_ANIM_GROUP * 2 - tileSize;
|
|
Rect dstRect(realPos.x, realPos.y - tileSize / 2, tileSize, tileSize);
|
|
drawHeroFlag(targetSurf, objData.flagBitmap, &srcRect, &dstRect, true);
|
|
}
|
|
else if (obj->pos.x == pos.x && obj->pos.y == pos.y)
|
|
{
|
|
Rect dstRect(realPos.x - 2 * tileSize, realPos.y - tileSize, 3 * tileSize, 2 * tileSize);
|
|
drawHeroFlag(targetSurf, objData.flagBitmap, nullptr, &dstRect, false);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const
|
|
{
|
|
if (tinfoUpper && tinfoUpper->roadType != ERoadType::NO_ROAD)
|
|
{
|
|
ui8 rotation = (tinfoUpper->extTileFlags >> 4) % 4;
|
|
Rect source(0, tileSize / 2, tileSize, tileSize / 2);
|
|
Rect dest(realPos.x, realPos.y, tileSize, tileSize / 2);
|
|
drawElement(EMapCacheType::ROADS, parent->roadImages[tinfoUpper->roadType - 1][tinfoUpper->roadDir][rotation],
|
|
&source, targetSurf, &dest);
|
|
}
|
|
|
|
if(tinfo.roadType != ERoadType::NO_ROAD) //print road from this tile
|
|
{
|
|
ui8 rotation = (tinfo.extTileFlags >> 4) % 4;
|
|
Rect source(0, 0, tileSize, halfTileSizeCeil);
|
|
Rect dest(realPos.x, realPos.y + tileSize / 2, tileSize, tileSize / 2);
|
|
drawElement(EMapCacheType::ROADS, parent->roadImages[tinfo.roadType - 1][tinfo.roadDir][rotation],
|
|
&source, targetSurf, &dest);
|
|
}
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const
|
|
{
|
|
Rect destRect(realTileRect);
|
|
ui8 rotation = (tinfo.extTileFlags >> 2) % 4;
|
|
drawElement(EMapCacheType::RIVERS, parent->riverImages[tinfo.riverType-1][tinfo.riverDir][rotation], nullptr, targetSurf, &destRect);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::drawFow(SDL_Surface * targetSurf) const
|
|
{
|
|
const NeighborTilesInfo neighborInfo(pos, parent->sizes, *info->visibilityMap);
|
|
|
|
int retBitmapID = neighborInfo.getBitmapID();// >=0 -> partial hide, <0 - full hide
|
|
if (retBitmapID < 0)
|
|
retBitmapID = - parent->hideBitmap[pos.x][pos.y][pos.z] - 1; //fully hidden
|
|
|
|
const IImage * image = nullptr;
|
|
|
|
if (retBitmapID >= 0)
|
|
image = parent->FoWpartialHide.at(retBitmapID);
|
|
else
|
|
image = parent->FoWfullHide.at(-retBitmapID - 1);
|
|
|
|
Rect destRect(realTileRect);
|
|
drawElement(EMapCacheType::FOW, image, nullptr, targetSurf, &destRect);
|
|
}
|
|
|
|
void CMapHandler::CMapBlitter::blit(SDL_Surface * targetSurf, const MapDrawingInfo * info)
|
|
{
|
|
init(info);
|
|
auto prevClip = clip(targetSurf);
|
|
|
|
pos = int3(0, 0, topTile.z);
|
|
|
|
for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
|
|
{
|
|
if (pos.x < 0 || pos.x >= parent->sizes.x)
|
|
continue;
|
|
|
|
for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
|
|
{
|
|
if (pos.y < 0 || pos.y >= parent->sizes.y)
|
|
continue;
|
|
|
|
const bool isVisible = canDrawCurrentTile();
|
|
|
|
realTileRect.x = realPos.x;
|
|
realTileRect.y = realPos.y;
|
|
|
|
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
|
|
const TerrainTile & tinfo = parent->map->getTile(pos);
|
|
const TerrainTile * tinfoUpper = pos.y > 0 ? &parent->map->getTile(int3(pos.x, pos.y - 1, pos.z)) : nullptr;
|
|
|
|
if(isVisible || info->showAllTerrain)
|
|
{
|
|
drawTileTerrain(targetSurf, tinfo, tile);
|
|
if (tinfo.riverType)
|
|
drawRiver(targetSurf, tinfo);
|
|
drawRoad(targetSurf, tinfo, tinfoUpper);
|
|
}
|
|
|
|
if(isVisible)
|
|
drawObjects(targetSurf, tile);
|
|
}
|
|
}
|
|
|
|
for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
|
|
{
|
|
for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
|
|
{
|
|
realTileRect.x = realPos.x;
|
|
realTileRect.y = realPos.y;
|
|
|
|
if (pos.x < 0 || pos.x >= parent->sizes.x ||
|
|
pos.y < 0 || pos.y >= parent->sizes.y)
|
|
{
|
|
drawFrame(targetSurf);
|
|
}
|
|
else
|
|
{
|
|
const TerrainTile2 & tile = parent->ttiles[pos.x][pos.y][pos.z];
|
|
|
|
if (!(*info->visibilityMap)[pos.x][pos.y][topTile.z] && !info->showAllTerrain)
|
|
drawFow(targetSurf);
|
|
|
|
// overlay needs to be drawn over fow, because of artifacts-aura-like spells
|
|
drawTileOverlay(targetSurf, tile);
|
|
|
|
// drawDebugVisitables()
|
|
if (settings["session"]["showBlock"].Bool())
|
|
{
|
|
if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).blocked) //temporary hiding blocked positions
|
|
{
|
|
static SDL_Surface * block = nullptr;
|
|
if (!block)
|
|
block = BitmapHandler::loadBitmap("blocked");
|
|
|
|
CSDL_Ext::blitSurface(block, nullptr, targetSurf, &realTileRect);
|
|
}
|
|
}
|
|
if (settings["session"]["showVisit"].Bool())
|
|
{
|
|
if(parent->map->getTile(int3(pos.x, pos.y, pos.z)).visitable) //temporary hiding visitable positions
|
|
{
|
|
static SDL_Surface * visit = nullptr;
|
|
if (!visit)
|
|
visit = BitmapHandler::loadBitmap("visitable");
|
|
|
|
CSDL_Ext::blitSurface(visit, nullptr, targetSurf, &realTileRect);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
drawOverlayEx(targetSurf);
|
|
|
|
// drawDebugGrid()
|
|
if (settings["session"]["showGrid"].Bool())
|
|
{
|
|
for (realPos.x = initPos.x, pos.x = topTile.x; pos.x < topTile.x + tileCount.x; pos.x++, realPos.x += tileSize)
|
|
{
|
|
for (realPos.y = initPos.y, pos.y = topTile.y; pos.y < topTile.y + tileCount.y; pos.y++, realPos.y += tileSize)
|
|
{
|
|
const int3 color(0x555555, 0x555555, 0x555555);
|
|
|
|
if (realPos.y >= info->drawBounds->y &&
|
|
realPos.y < info->drawBounds->y + info->drawBounds->h)
|
|
for(int i = 0; i < tileSize; i++)
|
|
if (realPos.x + i >= info->drawBounds->x &&
|
|
realPos.x + i < info->drawBounds->x + info->drawBounds->w)
|
|
CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x + i, realPos.y, color.x, color.y, color.z);
|
|
|
|
if (realPos.x >= info->drawBounds->x &&
|
|
realPos.x < info->drawBounds->x + info->drawBounds->w)
|
|
for(int i = 0; i < tileSize; i++)
|
|
if (realPos.y + i >= info->drawBounds->y &&
|
|
realPos.y + i < info->drawBounds->y + info->drawBounds->h)
|
|
CSDL_Ext::SDL_PutPixelWithoutRefresh(targetSurf, realPos.x, realPos.y + i, color.x, color.y, color.z);
|
|
}
|
|
}
|
|
}
|
|
|
|
postProcessing(targetSurf);
|
|
|
|
SDL_SetClipRect(targetSurf, &prevClip);
|
|
}
|
|
|
|
CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findHeroBitmap(const CGHeroInstance * hero, int anim) const
|
|
{
|
|
if(hero && hero->moveDir && hero->type) //it's hero or boat
|
|
{
|
|
if(hero->tempOwner >= PlayerColor::PLAYER_LIMIT) //Neutral hero?
|
|
{
|
|
logGlobal->errorStream() << "A neutral hero (" << hero->name << ") at " << hero->pos << ". Should not happen!";
|
|
return CMapHandler::AnimBitmapHolder();
|
|
}
|
|
|
|
//pick graphics of hero (or boat if hero is sailing)
|
|
std::shared_ptr<CAnimation> animation;
|
|
if (hero->boat)
|
|
animation = graphics->boatAnimations[hero->boat->subID];
|
|
else
|
|
animation = graphics->heroAnimations[hero->appearance.animationFile];
|
|
|
|
bool moving = !hero->isStanding;
|
|
int group = getHeroFrameGroup(hero->moveDir, moving);
|
|
|
|
if(animation->size(group) > 0)
|
|
{
|
|
int frame = anim % animation->size(group);
|
|
IImage * heroImage = animation->getImage(frame, group);
|
|
|
|
//get flag overlay only if we have main image
|
|
IImage * flagImage = findFlagBitmap(hero, anim, &hero->tempOwner, group);
|
|
|
|
return CMapHandler::AnimBitmapHolder(heroImage, flagImage, moving);
|
|
}
|
|
}
|
|
return CMapHandler::AnimBitmapHolder();
|
|
}
|
|
|
|
CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findBoatBitmap(const CGBoat * boat, int anim) const
|
|
{
|
|
auto animation = graphics->boatAnimations.at(boat->subID);
|
|
int group = getHeroFrameGroup(boat->direction, false);
|
|
if(animation->size(group) > 0)
|
|
return CMapHandler::AnimBitmapHolder(animation->getImage(anim % animation->size(group), group));
|
|
else
|
|
return CMapHandler::AnimBitmapHolder();
|
|
}
|
|
|
|
IImage * CMapHandler::CMapBlitter::findFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
|
|
{
|
|
if (!hero)
|
|
return nullptr;
|
|
|
|
if (hero->boat)
|
|
return findBoatFlagBitmap(hero->boat, anim, color, group, hero->moveDir);
|
|
return findHeroFlagBitmap(hero, anim, color, group);
|
|
}
|
|
|
|
IImage * CMapHandler::CMapBlitter::findHeroFlagBitmap(const CGHeroInstance * hero, int anim, const PlayerColor * color, int group) const
|
|
{
|
|
return findFlagBitmapInternal(graphics->heroFlagAnimations.at(color->getNum()), anim, group, hero->moveDir, !hero->isStanding);
|
|
}
|
|
|
|
IImage * CMapHandler::CMapBlitter::findBoatFlagBitmap(const CGBoat * boat, int anim, const PlayerColor * color, int group, ui8 dir) const
|
|
{
|
|
int boatType = boat->subID;
|
|
if(boatType < 0 || boatType >= graphics->boatFlagAnimations.size())
|
|
{
|
|
logGlobal->errorStream() << "Not supported boat subtype: " << boat->subID;
|
|
return nullptr;
|
|
}
|
|
|
|
const auto & subtypeFlags = graphics->boatFlagAnimations.at(boatType);
|
|
|
|
int colorIndex = color->getNum();
|
|
|
|
if(colorIndex < 0 || colorIndex >= subtypeFlags.size())
|
|
{
|
|
logGlobal->errorStream() << "Invalid player color " << colorIndex;
|
|
return nullptr;
|
|
}
|
|
|
|
return findFlagBitmapInternal(subtypeFlags.at(colorIndex), anim, group, dir, false);
|
|
}
|
|
|
|
IImage * CMapHandler::CMapBlitter::findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const
|
|
{
|
|
if(moving)
|
|
return animation->getImage(anim % animation->size(group), group);
|
|
else
|
|
return animation->getImage((anim / 4) % animation->size(group), group);
|
|
}
|
|
|
|
CMapHandler::AnimBitmapHolder CMapHandler::CMapBlitter::findObjectBitmap(const CGObjectInstance * obj, int anim) const
|
|
{
|
|
if (!obj)
|
|
return CMapHandler::AnimBitmapHolder();
|
|
if (obj->ID == Obj::HERO)
|
|
return findHeroBitmap(static_cast<const CGHeroInstance*>(obj), anim);
|
|
if (obj->ID == Obj::BOAT)
|
|
return findBoatBitmap(static_cast<const CGBoat*>(obj), anim);
|
|
|
|
// normal object
|
|
std::shared_ptr<CAnimation> animation = graphics->getAnimation(obj);
|
|
IImage * bitmap = animation->getImage((anim + getPhaseShift(obj)) % animation->size());
|
|
|
|
bitmap->setFlagColor(obj->tempOwner);
|
|
|
|
return CMapHandler::AnimBitmapHolder(bitmap);
|
|
}
|
|
|
|
ui8 CMapHandler::CMapBlitter::getPhaseShift(const CGObjectInstance *object) const
|
|
{
|
|
auto i = parent->animationPhase.find(object);
|
|
if(i == parent->animationPhase.end())
|
|
{
|
|
ui8 ret = CRandomGenerator::getDefault().nextInt(254);
|
|
parent->animationPhase[object] = ret;
|
|
return ret;
|
|
}
|
|
|
|
return i->second;
|
|
}
|
|
|
|
bool CMapHandler::CMapBlitter::canDrawObject(const CGObjectInstance * obj) const
|
|
{
|
|
//checking if object has non-empty graphic on this tile
|
|
return obj->ID == Obj::HERO || obj->coveringAt(pos.x, pos.y);
|
|
}
|
|
|
|
bool CMapHandler::CMapBlitter::canDrawCurrentTile() const
|
|
{
|
|
const NeighborTilesInfo neighbors(pos, parent->sizes, *info->visibilityMap);
|
|
return !neighbors.areAllHidden();
|
|
}
|
|
|
|
ui8 CMapHandler::CMapBlitter::getHeroFrameGroup(ui8 dir, bool isMoving) const
|
|
{
|
|
if(isMoving)
|
|
{
|
|
static const ui8 frame [] = {0xff, 10, 5, 6, 7, 8, 9, 12, 11};
|
|
return frame[dir];
|
|
}
|
|
else //if(isMoving)
|
|
{
|
|
static const ui8 frame [] = {0xff, 13, 0, 1, 2, 3, 4, 15, 14};
|
|
return frame[dir];
|
|
}
|
|
}
|
|
|
|
bool CMapHandler::updateObjectsFade()
|
|
{
|
|
for (auto iter = fadeAnims.begin(); iter != fadeAnims.end(); )
|
|
{
|
|
int3 pos = (*iter).second.first;
|
|
CFadeAnimation * anim = (*iter).second.second;
|
|
|
|
anim->update();
|
|
|
|
if (anim->isFading())
|
|
++iter;
|
|
else // fade finished
|
|
{
|
|
auto &objs = ttiles[pos.x][pos.y][pos.z].objects;
|
|
for (auto objIter = objs.begin(); objIter != objs.end(); ++objIter)
|
|
{
|
|
if ((*objIter).fadeAnimKey == (*iter).first)
|
|
{
|
|
logAnim->traceStream() << "Fade anim finished for obj at " << pos << "; remaining: " << (fadeAnims.size() - 1);
|
|
if (anim->fadingMode == CFadeAnimation::EMode::OUT)
|
|
objs.erase(objIter); // if this was fadeout, remove the object from the map
|
|
else
|
|
(*objIter).fadeAnimKey = -1; // for fadein, just remove its connection to the finished fade
|
|
break;
|
|
}
|
|
}
|
|
delete (*iter).second.second;
|
|
iter = fadeAnims.erase(iter);
|
|
}
|
|
}
|
|
|
|
return !fadeAnims.empty();
|
|
}
|
|
|
|
bool CMapHandler::startObjectFade(TerrainTileObject & obj, bool in, int3 pos)
|
|
{
|
|
SDL_Surface * fadeBitmap;
|
|
assert(obj.obj);
|
|
|
|
auto objData = normalBlitter->findObjectBitmap(obj.obj, 0);
|
|
if (objData.objBitmap)
|
|
{
|
|
if (objData.isMoving) // ignore fading of moving objects (for now?)
|
|
{
|
|
logAnim->debugStream() << "Ignoring fade of moving object";
|
|
return false;
|
|
}
|
|
|
|
fadeBitmap = CSDL_Ext::newSurface(32, 32); // TODO cache these bitmaps instead of creating new ones?
|
|
Rect objSrcRect(obj.rect.x, obj.rect.y, 32, 32);
|
|
objData.objBitmap->draw(fadeBitmap,0,0,&objSrcRect);
|
|
|
|
if (objData.flagBitmap)
|
|
{
|
|
if (obj.obj->pos.x - 1 == pos.x && obj.obj->pos.y - 1 == pos.y) // -1 to draw flag in top-center instead of right-bottom; kind of a hack
|
|
{
|
|
Rect flagSrcRect(32, 0, 32, 32);
|
|
objData.flagBitmap->draw(fadeBitmap,0,0, &flagSrcRect);
|
|
}
|
|
}
|
|
auto anim = new CFadeAnimation();
|
|
anim->init(in ? CFadeAnimation::EMode::IN : CFadeAnimation::EMode::OUT, fadeBitmap, true);
|
|
fadeAnims[++fadeAnimCounter] = std::pair<int3, CFadeAnimation*>(pos, anim);
|
|
obj.fadeAnimKey = fadeAnimCounter;
|
|
|
|
logAnim->traceStream() << "Fade anim started for obj " << obj.obj->ID
|
|
<< " at " << pos << "; anim count: " << fadeAnims.size();
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
bool CMapHandler::printObject(const CGObjectInstance *obj, bool fadein /* = false */)
|
|
{
|
|
auto animation = graphics->getAnimation(obj);
|
|
|
|
if(!animation)
|
|
return false;
|
|
|
|
IImage * bitmap = animation->getImage(0);
|
|
|
|
if(!bitmap)
|
|
return false;
|
|
|
|
const int tilesW = bitmap->width()/32;
|
|
const int tilesH = bitmap->height()/32;
|
|
|
|
for(int fx=0; fx<tilesW; ++fx)
|
|
{
|
|
for(int fy=0; fy<tilesH; ++fy)
|
|
{
|
|
SDL_Rect cr;
|
|
cr.w = 32;
|
|
cr.h = 32;
|
|
cr.x = fx*32;
|
|
cr.y = fy*32;
|
|
TerrainTileObject toAdd(obj, cr);
|
|
|
|
if((obj->pos.x + fx - tilesW+1)>=0 && (obj->pos.x + fx - tilesW+1)<ttiles.size()-frameW && (obj->pos.y + fy - tilesH+1)>=0 && (obj->pos.y + fy - tilesH+1)<ttiles[0].size()-frameH)
|
|
{
|
|
int3 pos(obj->pos.x + fx - tilesW + 1, obj->pos.y + fy - tilesH + 1, obj->pos.z);
|
|
TerrainTile2 & curt = ttiles[pos.x][pos.y][pos.z];
|
|
|
|
if (fadein && ADVOPT.objectFading)
|
|
{
|
|
startObjectFade(toAdd, true, pos);
|
|
}
|
|
|
|
auto i = curt.objects.begin();
|
|
for(; i != curt.objects.end(); i++)
|
|
{
|
|
if(objectBlitOrderSorter(toAdd, *i))
|
|
{
|
|
curt.objects.insert(i, toAdd);
|
|
i = curt.objects.begin(); //to validate and avoid adding it second time
|
|
break;
|
|
}
|
|
}
|
|
|
|
if(i == curt.objects.end())
|
|
curt.objects.insert(i, toAdd);
|
|
}
|
|
}
|
|
}
|
|
return true;
|
|
}
|
|
|
|
bool CMapHandler::hideObject(const CGObjectInstance *obj, bool fadeout /* = false */)
|
|
{
|
|
//optimized version which reveals weird bugs with missing def name
|
|
//auto pos = obj->pos;
|
|
|
|
//for (size_t i = pos.x; i > pos.x - obj->getWidth(); i--)
|
|
//{
|
|
// for (size_t j = pos.y; j > pos.y - obj->getHeight(); j--)
|
|
// {
|
|
// int3 t(i, j, pos.z);
|
|
// if (!map->isInTheMap(t))
|
|
// continue;
|
|
|
|
// auto &objs = ttiles[i][j][pos.z].objects;
|
|
// for (size_t x = 0; x < objs.size(); x++)
|
|
// {
|
|
// auto ourObj = objs[x].obj;
|
|
// if (ourObj && ourObj->id == obj->id)
|
|
// {
|
|
// if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
|
|
// {
|
|
// if (startObjectFade(objs[x], false, t))
|
|
// objs[x].obj = nullptr; //set original pointer to null
|
|
// else
|
|
// objs.erase(objs.begin() + x);
|
|
// }
|
|
// else
|
|
// objs.erase(objs.begin() + x);
|
|
// break;
|
|
// }
|
|
// }
|
|
// }
|
|
|
|
//}
|
|
|
|
for (size_t i = 0; i<map->width; i++)
|
|
{
|
|
for (size_t j = 0; j<map->height; j++)
|
|
{
|
|
for (size_t k = 0; k<(map->twoLevel ? 2 : 1); k++)
|
|
{
|
|
auto &objs = ttiles[i][j][k].objects;
|
|
for (size_t x = 0; x < objs.size(); x++)
|
|
{
|
|
if (objs[x].obj && objs[x].obj->id == obj->id)
|
|
{
|
|
if (fadeout && ADVOPT.objectFading) // object should be faded == erase is delayed until the end of fadeout
|
|
{
|
|
if (startObjectFade(objs[x], false, int3(i, j, k)))
|
|
objs[x].obj = nullptr;
|
|
else
|
|
objs.erase(objs.begin() + x);
|
|
}
|
|
else
|
|
objs.erase(objs.begin() + x);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
bool CMapHandler::canStartHeroMovement()
|
|
{
|
|
return fadeAnims.empty(); // don't allow movement during fade animation
|
|
}
|
|
|
|
void CMapHandler::updateWater() //shift colors in palettes of water tiles
|
|
{
|
|
for(auto & elem : terrainImages[7])
|
|
{
|
|
for(IImage * img : elem)
|
|
img->shiftPalette(246, 9);
|
|
}
|
|
|
|
for(auto & elem : terrainImages[8])
|
|
{
|
|
for(IImage * img : elem)
|
|
{
|
|
img->shiftPalette(229, 12);
|
|
img->shiftPalette(242, 14);
|
|
}
|
|
}
|
|
|
|
for(auto & elem : riverImages[0])
|
|
{
|
|
for(IImage * img : elem)
|
|
{
|
|
img->shiftPalette(183, 12);
|
|
img->shiftPalette(195, 6);
|
|
}
|
|
}
|
|
|
|
for(auto & elem : riverImages[2])
|
|
{
|
|
for(IImage * img : elem)
|
|
{
|
|
img->shiftPalette(228, 12);
|
|
img->shiftPalette(183, 6);
|
|
img->shiftPalette(240, 6);
|
|
}
|
|
}
|
|
|
|
for(auto & elem : riverImages[3])
|
|
{
|
|
for(IImage * img : elem)
|
|
img->shiftPalette(240, 9);
|
|
}
|
|
}
|
|
|
|
CMapHandler::~CMapHandler()
|
|
{
|
|
delete normalBlitter;
|
|
delete worldViewBlitter;
|
|
delete puzzleViewBlitter;
|
|
|
|
for (auto & elem : fadeAnims)
|
|
{
|
|
delete elem.second.second;
|
|
}
|
|
}
|
|
|
|
CMapHandler::CMapHandler()
|
|
{
|
|
frameW = frameH = 0;
|
|
normalBlitter = new CMapNormalBlitter(this);
|
|
worldViewBlitter = new CMapWorldViewBlitter(this);
|
|
puzzleViewBlitter = new CMapPuzzleViewBlitter(this);
|
|
fadeAnimCounter = 0;
|
|
|
|
egdeAnimation = make_unique<CAnimation>("EDG");
|
|
egdeAnimation->preload();
|
|
}
|
|
|
|
void CMapHandler::getTerrainDescr( const int3 &pos, std::string & out, bool terName )
|
|
{
|
|
out.clear();
|
|
TerrainTile2 & tt = ttiles[pos.x][pos.y][pos.z];
|
|
const TerrainTile &t = map->getTile(pos);
|
|
for(auto & elem : tt.objects)
|
|
{
|
|
if(elem.obj && elem.obj->ID == Obj::HOLE) //Hole
|
|
{
|
|
out = elem.obj->getObjectName();
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(t.hasFavorableWinds())
|
|
out = CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS);
|
|
else if(terName)
|
|
{
|
|
out = CGI->generaltexth->terrainNames[t.terType];
|
|
if(t.getDiggingStatus(false) == EDiggingStatus::CAN_DIG)
|
|
{
|
|
out = boost::str(boost::format("%s %s") % out % CGI->generaltexth->allTexts[330]); /// digging ok
|
|
}
|
|
}
|
|
}
|
|
|
|
void CMapHandler::discardWorldViewCache()
|
|
{
|
|
cache.discardWorldViewCache();
|
|
}
|
|
|
|
void CMapHandler::CMapCache::discardWorldViewCache()
|
|
{
|
|
for(auto & cache : data)
|
|
cache.clear();
|
|
logAnim->debug("Discarded world view cache");
|
|
}
|
|
|
|
void CMapHandler::CMapCache::updateWorldViewScale(float scale)
|
|
{
|
|
if (fabs(scale - worldViewCachedScale) > 0.001f)
|
|
discardWorldViewCache();
|
|
worldViewCachedScale = scale;
|
|
}
|
|
|
|
IImage * CMapHandler::CMapCache::requestWorldViewCacheOrCreate(CMapHandler::EMapCacheType type, const IImage * fullSurface)
|
|
{
|
|
intptr_t key = (intptr_t) fullSurface;
|
|
auto & cache = data[(ui8)type];
|
|
|
|
auto iter = cache.find(key);
|
|
if(iter == cache.end())
|
|
{
|
|
auto scaled = fullSurface->scaleFast(worldViewCachedScale);
|
|
IImage * ret = scaled.get();
|
|
cache[key] = std::move(scaled);
|
|
return ret;
|
|
}
|
|
else
|
|
{
|
|
return (*iter).second.get();
|
|
}
|
|
}
|
|
|
|
bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
|
|
{
|
|
if (!a)
|
|
return true;
|
|
if (!b)
|
|
return false;
|
|
if (a->appearance.printPriority != b->appearance.printPriority)
|
|
return a->appearance.printPriority > b->appearance.printPriority;
|
|
|
|
if(a->pos.y != b->pos.y)
|
|
return a->pos.y < b->pos.y;
|
|
|
|
if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
|
|
return true;
|
|
if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
|
|
return false;
|
|
|
|
if(!a->isVisitable() && b->isVisitable())
|
|
return true;
|
|
if(!b->isVisitable() && a->isVisitable())
|
|
return false;
|
|
if(a->pos.x < b->pos.x)
|
|
return true;
|
|
return false;
|
|
}
|
|
|
|
TerrainTileObject::TerrainTileObject(const CGObjectInstance * obj_, SDL_Rect rect_)
|
|
: obj(obj_),
|
|
rect(rect_),
|
|
fadeAnimKey(-1)
|
|
{
|
|
}
|
|
|
|
TerrainTileObject::~TerrainTileObject()
|
|
{
|
|
}
|
|
|