mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-24 08:32:34 +02:00
346af53961
* fixes and improvements in dismiss/upgrade dialogs * possibility of moving hero into the garrison * viewing hero window in the town screen
107 lines
3.9 KiB
C++
107 lines
3.9 KiB
C++
#ifndef MAPHANDLER_H
|
|
#define MAPHANDLER_H
|
|
#include "global.h"
|
|
#include <SDL.h>
|
|
#include <list>
|
|
#include <set>
|
|
const int Woff = 12; //width of map's frame
|
|
const int Hoff = 8;
|
|
|
|
class CGObjectInstance;
|
|
class CGHeroInstance;
|
|
struct Mapa;
|
|
class CGDefInfo;
|
|
class CGObjectInstance;
|
|
class CDefHandler;
|
|
struct TerrainTile;
|
|
|
|
struct TerrainTile2
|
|
{
|
|
int3 pos;
|
|
const TerrainTile *tileInfo;
|
|
std::vector<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; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
|
|
};
|
|
|
|
//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 Offset, const T& fill)
|
|
{
|
|
inver.resize(Offset*2+rest);
|
|
offset=Offset;
|
|
for(int i=0; i<offset;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()+offset;i++)
|
|
inver[offset+i] = fill;
|
|
}
|
|
inline T & operator[](int n)
|
|
{
|
|
return inver[n+offset];
|
|
}
|
|
void resize(int rest,int Offset)
|
|
{
|
|
inver.resize(Offset*2+rest);
|
|
offset=Offset;
|
|
}
|
|
int size() const
|
|
{
|
|
return inver.size();
|
|
}
|
|
};
|
|
class CMapHandler
|
|
{
|
|
public:
|
|
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
|
|
int3 sizes;
|
|
Mapa * map;
|
|
std::set<int> usedHeroes;
|
|
CDefHandler * fullHide;
|
|
CDefHandler * partialHide;
|
|
|
|
std::vector<CDefHandler *> roadDefs;
|
|
std::vector<CDefHandler *> staticRiverDefs;
|
|
std::vector<CDefHandler*> defs;
|
|
|
|
std::map<std::string, CDefHandler*> 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
|
|
|
|
void loadDefs();
|
|
SDL_Surface * getVisBitmap(int x, int y, 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 init();
|
|
void calculateBlockedPos();
|
|
void initObjectRects();
|
|
void borderAndTerrainBitmapInit();
|
|
void roadsRiverTerrainInit();
|
|
void prepareFOWDefs();
|
|
|
|
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap = NULL, bool otherHeroAnim = false, unsigned char heroAnim = 0, SDL_Surface * extSurf = NULL, SDL_Rect * extRect = NULL); //if extSurf is specified, blit to it
|
|
unsigned char getHeroFrameNum(const unsigned char & dir, const 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
|