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77 lines
2.4 KiB
C++
77 lines
2.4 KiB
C++
/*
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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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#pragma once
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#include "../gui/CIntObject.h"
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#include "../../lib/Rect.h"
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#include "../../lib/int3.h"
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#include "../../lib/spells/ViewSpellInt.h"
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#ifdef IN
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# undef IN
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#endif
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#ifdef OUT
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# undef OUT
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#endif
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VCMI_LIB_NAMESPACE_BEGIN
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class CGObjectInstance;
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class CGHeroInstance;
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class CMap;
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VCMI_LIB_NAMESPACE_END
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class IMapObjectObserver;
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class CMapHandler
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{
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const CMap * map;
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std::vector<IMapObjectObserver *> observers;
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public:
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explicit CMapHandler(const CMap * map);
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const CMap * getMap();
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/// returns true if tile is within map bounds
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bool isInMap(const int3 & tile);
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/// see MapObjectObserver interface
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void onObjectFadeIn(const CGObjectInstance * obj);
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void onObjectFadeOut(const CGObjectInstance * obj);
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void onObjectInstantAdd(const CGObjectInstance * obj);
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void onObjectInstantRemove(const CGObjectInstance * obj);
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void onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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void onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest);
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/// Add object to receive notifications on any changes in visible map state
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void addMapObserver(IMapObjectObserver * observer);
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void removeMapObserver(IMapObjectObserver * observer);
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/// returns string description for terrain interaction
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std::string getTerrainDescr(const int3 & pos, bool rightClick) const;
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/// determines if the map is ready to handle new hero movement (not available during fading animations)
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bool hasOngoingAnimations();
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/// blocking wait until all ongoing animatins are over
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void waitForOngoingAnimations();
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static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
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};
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