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vcmi/client/mapHandler.h

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);
};