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https://github.com/vcmi/vcmi.git
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a0689fa377
- removed hoverText field - split getHoverText() method into 3: - - getObjectName() for generic name - - getHoverText(Player) for player-specific text - - getHoverText(Hero) for hero-specific strings
132 lines
4.3 KiB
C++
132 lines
4.3 KiB
C++
#pragma once
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#include "../lib/int3.h"
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#include "SDL.h"
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/*
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* mapHandler.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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class CGObjectInstance;
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class CGHeroInstance;
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class CMap;
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class CGDefInfo;
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class CGObjectInstance;
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class CDefHandler;
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struct TerrainTile;
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struct SDL_Surface;
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//struct SDL_Rect;
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class CDefEssential;
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struct TerrainTile2
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{
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SDL_Surface * terbitmap; //bitmap of terrain
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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
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TerrainTile2();
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};
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template <typename T> class PseudoV
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{
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public:
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PseudoV() : offset(0) { }
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PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill) : offset(before)
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{
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inver.resize(before + rest + after);
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for(int i=0; i<before;i++)
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inver[i] = fill;
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for(int i=0;i<src.size();i++)
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inver[offset+i] = src[i];
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for(int i=src.size(); i<src.size()+after;i++)
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inver[offset+i] = fill;
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}
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inline T & operator[](const int & n)
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{
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return inver[n+offset];
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}
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inline const T & operator[](const int & n) const
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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 before, int after)
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{
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inver.resize(before + rest + after);
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offset=before;
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}
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int size() const
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{
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return inver.size();
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}
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private:
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int offset;
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std::vector<T> inver;
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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; //informations about map tiles
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int3 sizes; //map size (x = width, y = height, z = number of levels)
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const CMap * map;
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// Max number of tiles that will fit in the map screen. Tiles
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// can be partial on each edges.
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int tilesW;
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int tilesH;
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// size of each side of the frame around the whole map, in tiles
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int frameH;
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int frameW;
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// Coord in pixels of the top left corner of the top left tile to
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// draw. Values range is [-31..0]. A negative value
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// implies that part of the tile won't be displayed.
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int offsetX;
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int offsetY;
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//std::set<int> usedHeroes;
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std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
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std::vector<CDefEssential *> roadDefs;
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std::vector<CDefEssential *> staticRiverDefs;
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std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
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mutable std::map<const CGObjectInstance*, ui8> animationPhase;
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CMapHandler(); //c-tor
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~CMapHandler(); //d-tor
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std::pair<SDL_Surface *, bool> getVisBitmap(const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap) const; //returns appropriate bitmap and info if alpha blitting is necessary
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ui8 getPhaseShift(const CGObjectInstance *object) const;
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void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
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CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
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bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
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bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
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bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
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void init();
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void calculateBlockedPos();
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void initObjectRects();
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void borderAndTerrainBitmapInit();
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void roadsRiverTerrainInit();
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void prepareFOWDefs();
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void terrainRect(int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel) const;
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void updateWater();
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ui8 getHeroFrameNum(ui8 dir, bool isMoving) const; //terrainRect helper function
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void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
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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]
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static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
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};
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