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vcmi/mapHandler.h
Frank Zago 3e00e68e50 Typo.
2009-06-06 19:10:38 +00:00

131 lines
4.6 KiB
C++

#ifndef __MAPHANDLER_H__
#define __MAPHANDLER_H__
#include "global.h"
#include <list>
#include <set>
const int Woff = 14; //width of map's frame
const int Hoff = 10;
/*
* 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;
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 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[](const int & n)
{
return inver[n+offset];
}
inline const T & operator[](const int & n) const
{
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; //informations about map tiles
int3 sizes; //map size (x - width, y - height, z - number of levels)
Mapa * map;
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<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
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();
SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, SDL_Rect * extRect, int moveX, int moveY, bool smooth);
void updateWater();
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__