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vcmi/mapHandler.h
Michał W. Urbańczyk 0c139e72f5 More changes for netcode/serialization
Removed not needed stuff
2008-07-25 17:28:28 +00:00

118 lines
4.5 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 TerrainTile2
{
int3 pos; //this tile's position
EterrainType terType; //type of terrain tile
Eroad malle; //type of road
unsigned char roaddir; //type of road tile
Eriver nuine; //type of river
unsigned char rivdir; //type of river tile
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
bool visitable; //false = not visitable; true = visitable
bool blocked; //false = free; true = blocked;
std::vector < std::pair<CGObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero is visiting being on this tile
};
//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 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(CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
bool hideObject(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)
bool recalculateHideVisPos(int3& pos); //recalculates position for hidden / visitable positions
bool recalculateHideVisPosUnderObj(CGObjectInstance * obj, bool withBorder = false); //recalculates position for hidden / visitable positions under given object
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