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cfc94847a1
* coordinates in CPathNode are stored in int3 * minor improvements
87 lines
2.5 KiB
C++
87 lines
2.5 KiB
C++
#ifndef MAPHANDLER_H
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#define MAPHANDLER_H
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#include "hch\CAmbarCendamo.h"
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#include "hch\CSemiDefHandler.h"
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#include "CGameInfo.h"
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#include "hch\CDefHandler.h"
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#include <boost/logic/tribool.hpp>
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#include "hch\CObjectHandler.h"
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const int Woff = 4; //width of map's frame
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const int Hoff = 4;
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struct TerrainTile2
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{
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int3 pos; //this tile's position
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EterrainType terType; //type of terrain tile
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Eroad malle; //type of road
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unsigned char roaddir; //type of road tile
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Eriver nuine; //type of river
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unsigned char rivdir; //type of river tile
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std::vector<SDL_Surface *> terbitmap; //frames of terrain animation
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std::vector<SDL_Surface *> rivbitmap; //frames of river animation
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std::vector<SDL_Surface *> roadbitmap; //frames of road animation
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bool visitable; //false = not visitable; true = visitable
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bool blocked; //false = free; true = blocked;
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std::vector < std::pair<CObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
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std::vector <CObjectInstance*> visitableObjects; //pointers to objects hero is visiting being on this tile
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};
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//pathfinder
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// map<int,int> iDTerenu=>koszt_pola
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// map<int,int> IDdrogi=>koszt_drogi
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template <typename T> class PseudoV
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{
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public:
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int offset;
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std::vector<T> inver;
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inline T & operator[](int n)
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{
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return inver[n+offset];
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}
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void resize(int rest,int Offset)
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{
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inver.resize(Offset*2+rest);
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offset=Offset;
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}
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int size()
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{
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return inver.size();
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}
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};
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class CMapHandler
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{
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public:
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PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
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int3 sizes;
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CAmbarCendamo * reader;
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CDefHandler * fullHide;
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CDefHandler * partialHide;
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std::vector< std::vector<char> > visibility; //true means that pointed place is visible
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std::vector< std::vector<char> > undVisibility; //true means that pointed place is visible
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std::vector<CDefHandler *> roadDefs;
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std::vector<CDefHandler *> staticRiverDefs;
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char & visAccess(int x, int y);
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char & undVisAccess(int x, int y);
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SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
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SDL_Surface * getVisBitmap(int x, int y, std::vector< std::vector<char> > & visibility);
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int getCost(int3 & a, int3 & b, const CHeroInstance * hero);
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void init();
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SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0);
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SDL_Surface * terrBitmap(int x, int y);
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SDL_Surface * undTerrBitmap(int x, int y);
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};
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#endif //MAPHANDLER_H
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