mirror of
https://github.com/vcmi/vcmi.git
synced 2024-11-26 08:41:13 +02:00
410 lines
15 KiB
C++
410 lines
15 KiB
C++
#pragma once
|
|
|
|
|
|
#include "../lib/int3.h"
|
|
#include "../lib/spells/ViewSpellInt.h"
|
|
#include "gui/Geometries.h"
|
|
#include "SDL.h"
|
|
|
|
/*
|
|
* 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;
|
|
class CGBoat;
|
|
class CMap;
|
|
class CGDefInfo;
|
|
class CDefHandler;
|
|
struct TerrainTile;
|
|
struct SDL_Surface;
|
|
struct SDL_Rect;
|
|
class CDefEssential;
|
|
class CFadeAnimation;
|
|
class PlayerColor;
|
|
|
|
enum class EWorldViewIcon
|
|
{
|
|
TOWN = 0,
|
|
HERO,
|
|
ARTIFACT,
|
|
TELEPORT,
|
|
GATE,
|
|
MINE_WOOD,
|
|
MINE_MERCURY,
|
|
MINE_STONE,
|
|
MINE_SULFUR,
|
|
MINE_CRYSTAL,
|
|
MINE_GEM,
|
|
MINE_GOLD,
|
|
RES_WOOD,
|
|
RES_MERCURY,
|
|
RES_STONE,
|
|
RES_SULFUR,
|
|
RES_CRYSTAL,
|
|
RES_GEM,
|
|
RES_GOLD,
|
|
|
|
};
|
|
|
|
enum class EMapObjectFadingType
|
|
{
|
|
NONE,
|
|
IN,
|
|
OUT
|
|
};
|
|
|
|
enum class EMapAnimRedrawStatus
|
|
{
|
|
OK,
|
|
REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
|
|
};
|
|
|
|
struct TerrainTileObject
|
|
{
|
|
const CGObjectInstance *obj;
|
|
SDL_Rect rect;
|
|
int fadeAnimKey;
|
|
|
|
TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_);
|
|
~TerrainTileObject();
|
|
};
|
|
|
|
struct TerrainTile2
|
|
{
|
|
SDL_Surface * terbitmap; //bitmap of terrain
|
|
|
|
std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
|
|
TerrainTile2();
|
|
};
|
|
|
|
struct MapDrawingInfo
|
|
{
|
|
bool scaled;
|
|
int3 &topTile; // top-left tile in viewport [in tiles]
|
|
const std::vector< std::vector< std::vector<ui8> > > * visibilityMap;
|
|
SDL_Rect * drawBounds; // map rect drawing bounds on screen
|
|
CDefHandler * iconsDef; // holds overlay icons for world view mode
|
|
float scale; // map scale for world view mode (only if scaled == true)
|
|
|
|
bool otherheroAnim;
|
|
ui8 anim;
|
|
ui8 heroAnim;
|
|
|
|
int3 movement; // used for smooth map movement
|
|
|
|
bool puzzleMode;
|
|
int3 grailPos; // location of grail for puzzle mode [in tiles]
|
|
|
|
const std::vector<ObjectPosInfo> * additionalIcons;
|
|
|
|
bool showAllTerrain; //for expert viewEarth
|
|
|
|
MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, CDefHandler * iconsDef_ = nullptr)
|
|
: scaled(false),
|
|
topTile(topTile_),
|
|
visibilityMap(visibilityMap_),
|
|
drawBounds(drawBounds_),
|
|
iconsDef(iconsDef_),
|
|
scale(1.0f),
|
|
otherheroAnim(false),
|
|
anim(0u),
|
|
heroAnim(0u),
|
|
movement(int3()),
|
|
puzzleMode(false),
|
|
grailPos(int3()),
|
|
additionalIcons(nullptr),
|
|
showAllTerrain(false)
|
|
{}
|
|
|
|
ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
|
|
};
|
|
|
|
|
|
template <typename T> class PseudoV
|
|
{
|
|
public:
|
|
PseudoV() : offset(0) { }
|
|
PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill) : offset(before)
|
|
{
|
|
inver.resize(before + rest + after);
|
|
for(int i=0; i<before;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()+after;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 before, int after)
|
|
{
|
|
inver.resize(before + rest + after);
|
|
offset=before;
|
|
}
|
|
int size() const
|
|
{
|
|
return inver.size();
|
|
}
|
|
|
|
private:
|
|
int offset;
|
|
std::vector<T> inver;
|
|
};
|
|
class CMapHandler
|
|
{
|
|
enum class EMapCacheType
|
|
{
|
|
TERRAIN, TERRAIN_CUSTOM, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME
|
|
};
|
|
|
|
/// temporarily caches rescaled sdl surfaces for map world view redrawing
|
|
class CMapCache
|
|
{
|
|
std::map<EMapCacheType, std::map<intptr_t, SDL_Surface *>> data;
|
|
float worldViewCachedScale;
|
|
public:
|
|
/// destroys all cached data (frees surfaces)
|
|
void discardWorldViewCache();
|
|
/// updates scale and determines if currently cached data is still valid
|
|
void updateWorldViewScale(float scale);
|
|
void removeFromWorldViewCache(EMapCacheType type, intptr_t key);
|
|
/// asks for cached data; @returns cached surface or nullptr if data is not in cache
|
|
SDL_Surface * requestWorldViewCache(EMapCacheType type, intptr_t key);
|
|
/// asks for cached data; @returns cached data if found, new scaled surface otherwise
|
|
SDL_Surface * requestWorldViewCacheOrCreate(EMapCacheType type, intptr_t key, SDL_Surface * fullSurface, float scale);
|
|
SDL_Surface * cacheWorldViewEntry(EMapCacheType type, intptr_t key, SDL_Surface * entry);
|
|
intptr_t genKey(intptr_t realPtr, ui8 mod);
|
|
};
|
|
|
|
/// helper struct to pass around resolved bitmaps of an object; surfaces can be nullptr if object doesn't have bitmap of that type
|
|
struct AnimBitmapHolder
|
|
{
|
|
SDL_Surface * objBitmap; // main object bitmap
|
|
SDL_Surface * flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
|
|
bool isMoving; // indicates if the object is moving (again, heroes/boats only)
|
|
|
|
AnimBitmapHolder(SDL_Surface * objBitmap_ = nullptr, SDL_Surface * flagBitmap_ = nullptr, bool moving = false)
|
|
: objBitmap(objBitmap_),
|
|
flagBitmap(flagBitmap_),
|
|
isMoving(moving)
|
|
{}
|
|
};
|
|
|
|
|
|
class CMapBlitter
|
|
{
|
|
protected:
|
|
const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
|
|
CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
|
|
int tileSize; // size of a tile drawn on map [in pixels]
|
|
int halfTileSizeCeil; // half of the tile size, rounded up
|
|
int3 tileCount; // number of tiles in current viewport
|
|
int3 topTile; // top-left tile of the viewport
|
|
int3 initPos; // starting drawing position [in pixels]
|
|
int3 pos; // current position [in tiles]
|
|
int3 realPos; // current position [in pixels]
|
|
Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
|
|
Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
|
|
const MapDrawingInfo * info; // data for drawing passed from outside
|
|
|
|
/// general drawing method, called internally by more specialized ones
|
|
virtual void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
|
|
SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const = 0;
|
|
|
|
// first drawing pass
|
|
|
|
/// draws terrain bitmap (or custom bitmap if applicable) on current tile
|
|
virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
|
|
/// draws a river segment on current tile
|
|
virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
|
|
/// draws a road segment on current tile
|
|
virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
|
|
/// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
|
|
virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
|
|
virtual void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
|
|
virtual void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
|
|
|
|
// second drawing pass
|
|
|
|
/// current tile: draws overlay over the map, used to draw world view icons
|
|
virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
|
|
/// draws fog of war on current tile
|
|
virtual void drawFow(SDL_Surface * targetSurf) const;
|
|
/// draws map border frame on current position
|
|
virtual void drawFrame(SDL_Surface * targetSurf) const;
|
|
/// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
|
|
virtual void drawOverlayEx(SDL_Surface * targetSurf);
|
|
|
|
// third drawing pass
|
|
|
|
/// custom post-processing, if needed (used by puzzle view)
|
|
virtual void postProcessing(SDL_Surface * targetSurf) const {}
|
|
|
|
// misc methods
|
|
|
|
/// initializes frame-drawing (called at the start of every redraw)
|
|
virtual void init(const MapDrawingInfo * drawingInfo) = 0;
|
|
/// calculates clip region for map viewport
|
|
virtual SDL_Rect clip(SDL_Surface * targetSurf) const = 0;
|
|
|
|
virtual ui8 getHeroFrameNum(ui8 dir, bool isMoving) const;
|
|
///returns appropriate bitmap and info if alpha blitting is necessary
|
|
virtual std::pair<SDL_Surface *, bool> getVisBitmap() const;
|
|
virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
|
|
|
|
virtual bool canDrawObject(const CGObjectInstance * obj) const;
|
|
virtual bool canDrawCurrentTile() const;
|
|
|
|
// internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
|
|
AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
|
|
AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
|
|
SDL_Surface * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
|
|
SDL_Surface * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int indexOffset) const;
|
|
SDL_Surface * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int indexOffset, ui8 dir) const;
|
|
SDL_Surface * findFlagBitmapInternal(const CDefEssential * def, int anim, int indexOffset, ui8 dir, bool moving) const;
|
|
int findAnimIndexByGroup(const CDefEssential * def, int groupNum) const;
|
|
|
|
public:
|
|
CMapBlitter(CMapHandler * p) : parent(p) {}
|
|
virtual ~CMapBlitter(){}
|
|
void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
|
|
/// helper method that chooses correct bitmap(s) for given object
|
|
AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
|
|
|
|
};
|
|
|
|
class CMapNormalBlitter : public CMapBlitter
|
|
{
|
|
protected:
|
|
void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
|
|
SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
|
|
|
|
void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
|
|
void init(const MapDrawingInfo * info) override;
|
|
SDL_Rect clip(SDL_Surface * targetSurf) const override;
|
|
public:
|
|
CMapNormalBlitter(CMapHandler * parent);
|
|
virtual ~CMapNormalBlitter(){}
|
|
};
|
|
|
|
class CMapWorldViewBlitter : public CMapBlitter
|
|
{
|
|
private:
|
|
SDL_Surface * objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
|
|
protected:
|
|
void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
|
|
SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
|
|
|
|
void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
|
|
void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
|
|
void drawObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const override;
|
|
void drawFrame(SDL_Surface * targetSurf) const override {}
|
|
void drawOverlayEx(SDL_Surface * targetSurf);
|
|
void init(const MapDrawingInfo * info) override;
|
|
SDL_Rect clip(SDL_Surface * targetSurf) const override;
|
|
|
|
// ui8 getHeroFrameNum(ui8 dir, bool isMoving) const override { return 0u; }
|
|
ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
|
|
|
|
void drawScaledRotatedElement(EMapCacheType type, SDL_Surface * baseSurf, SDL_Surface * targetSurf, ui8 rotation,
|
|
float scale, SDL_Rect * dstRect, SDL_Rect * srcRect = nullptr) const;
|
|
void calculateWorldViewCameraPos();
|
|
public:
|
|
CMapWorldViewBlitter(CMapHandler * parent);
|
|
virtual ~CMapWorldViewBlitter(){}
|
|
};
|
|
|
|
class CMapPuzzleViewBlitter : public CMapNormalBlitter
|
|
{
|
|
std::vector<int> unblittableObjects;
|
|
|
|
void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
|
|
void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
|
|
void postProcessing(SDL_Surface * targetSurf) const override;
|
|
bool canDrawObject(const CGObjectInstance * obj) const override;
|
|
bool canDrawCurrentTile() const override { return true; }
|
|
public:
|
|
CMapPuzzleViewBlitter(CMapHandler * parent);
|
|
};
|
|
|
|
CMapCache cache;
|
|
CMapBlitter * normalBlitter;
|
|
CMapBlitter * worldViewBlitter;
|
|
CMapBlitter * puzzleViewBlitter;
|
|
|
|
std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
|
|
int fadeAnimCounter;
|
|
|
|
CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
|
|
bool updateObjectsFade();
|
|
bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
|
|
public:
|
|
PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
|
|
int3 sizes; //map size (x = width, y = height, z = number of levels)
|
|
const CMap * map;
|
|
|
|
// Max number of tiles that will fit in the map screen. Tiles
|
|
// can be partial on each edges.
|
|
int tilesW;
|
|
int tilesH;
|
|
|
|
// size of each side of the frame around the whole map, in tiles
|
|
int frameH;
|
|
int frameW;
|
|
|
|
// Coord in pixels of the top left corner of the top left tile to
|
|
// draw. Values range is [-31..0]. A negative value
|
|
// implies that part of the tile won't be displayed.
|
|
int offsetX;
|
|
int offsetY;
|
|
|
|
//std::set<int> usedHeroes;
|
|
|
|
std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
|
|
std::vector<CDefEssential *> roadDefs;
|
|
std::vector<CDefEssential *> staticRiverDefs;
|
|
|
|
std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
|
|
|
|
mutable std::map<const CGObjectInstance*, ui8> animationPhase;
|
|
|
|
CMapHandler(); //c-tor
|
|
~CMapHandler(); //d-tor
|
|
|
|
void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
|
|
CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
|
|
bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to ttiles, so obj will be visible on map
|
|
bool hideObject(const CGObjectInstance * obj, bool fadeout = false); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
|
|
bool removeObject(CGObjectInstance * obj, bool fadeout = false); //removes object from each place in VCMI (I hope)
|
|
void init();
|
|
void calculateBlockedPos();
|
|
void initObjectRects();
|
|
void borderAndTerrainBitmapInit();
|
|
void roadsRiverTerrainInit();
|
|
void prepareFOWDefs();
|
|
|
|
EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
|
|
void updateWater();
|
|
void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
|
|
static ui8 getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
|
|
/// determines if the map is ready to handle new hero movement (not available during fading animations)
|
|
bool canStartHeroMovement();
|
|
|
|
void discardWorldViewCache();
|
|
|
|
static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
|
|
};
|