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https://github.com/vcmi/vcmi.git
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1aa391fdf8
All text processing code is now located in lib/texts. No changes other than code being moved around and adjustment of includes Moved without changes: Languages.h -> texts/Languages.h MetaString.* -> texts/MetaString.* TextOperations.* -> texts/TextOperations.* Split into parts: CGeneralTextHandler.* -> texts/CGeneralTextHandler.* -> texts/CLegacyConfigParser.* -> texts/TextLocalizationContainer.* -> texts/TextIdentifier.h
246 lines
6.5 KiB
C++
246 lines
6.5 KiB
C++
/*
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* mapHandler.cpp, 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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#include "StdInc.h"
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#include "IMapRendererObserver.h"
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#include "mapHandler.h"
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#include "../CCallback.h"
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#include "../CGameInfo.h"
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#include "../CPlayerInterface.h"
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#include "../gui/CGuiHandler.h"
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#include "../../lib/texts/CGeneralTextHandler.h"
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#include "../../lib/TerrainHandler.h"
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#include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
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#include "../../lib/mapObjects/CGHeroInstance.h"
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#include "../../lib/mapObjects/ObjectTemplate.h"
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#include "../../lib/mapping/CMap.h"
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bool CMapHandler::hasOngoingAnimations()
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{
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for(auto * observer : observers)
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if(observer->hasOngoingAnimations())
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return true;
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return false;
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}
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void CMapHandler::waitForOngoingAnimations()
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{
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for(auto * observer : observers)
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{
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if (observer->hasOngoingAnimations())
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observer->waitForOngoingAnimations();
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}
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}
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void CMapHandler::endNetwork()
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{
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for(auto * observer : observers)
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observer->endNetwork();
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}
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std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
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{
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const TerrainTile & t = map->getTile(pos);
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if(t.hasFavorableWinds())
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return CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
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std::string result = t.terType->getNameTranslated();
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for(const auto & object : map->objects)
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{
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if(object && object->coveringAt(pos.x, pos.y) && object->pos.z == pos.z && object->isTile2Terrain())
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{
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result = object->getObjectName();
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break;
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}
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}
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if(LOCPLINT->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
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{
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return boost::str(
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boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
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% result % CGI->generaltexth->allTexts[330]
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); // 'digging ok'
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}
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return result;
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}
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bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
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{
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//FIXME: Optimize
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// this method is called A LOT on game start and some parts, e.g. for loops are too slow for that
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assert(a && b);
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if(!a)
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return true;
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if(!b)
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return false;
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// Background objects will always be placed below foreground objects
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if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
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{
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if(a->appearance->printPriority != b->appearance->printPriority)
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return a->appearance->printPriority > b->appearance->printPriority;
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//Two background objects will be placed based on their placement order on map
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return a->id < b->id;
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}
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int aBlocksB = 0;
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int bBlocksA = 0;
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for(const auto & aOffset : a->getBlockedOffsets())
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{
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int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
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if(b->blockingAt(testTarget.x, testTarget.y))
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bBlocksA += 1;
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}
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for(const auto & bOffset : b->getBlockedOffsets())
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{
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int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
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if(a->blockingAt(testTarget.x, testTarget.y))
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aBlocksB += 1;
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}
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// Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
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// For example if blockmap of two objects looks like this:
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// ABB
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// AAB
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// Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
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// Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
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// In this scenario in H3 object A will always appear above object B, irregardless of H3M order
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if(aBlocksB != bBlocksA)
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return aBlocksB < bBlocksA;
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// object that don't have clear priority via tile blocking will appear based on their row
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if(a->pos.y != b->pos.y)
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return a->pos.y < b->pos.y;
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// heroes should appear on top of objects on the same tile
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if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
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return true;
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if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
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return false;
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// or, if all other tests fail to determine priority - simply based on H3M order
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return a->id < b->id;
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}
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CMapHandler::CMapHandler(const CMap * map)
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: map(map)
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{
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}
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const CMap * CMapHandler::getMap()
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{
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return map;
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}
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bool CMapHandler::isInMap(const int3 & tile)
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{
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return map->isInTheMap(tile);
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}
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void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectFadeIn(obj, initiator);
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}
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void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectFadeOut(obj, initiator);
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}
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void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onBeforeHeroEmbark(obj, from, dest);
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}
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void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onAfterHeroEmbark(obj, from, dest);
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}
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void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onBeforeHeroDisembark(obj, from, dest);
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}
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void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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for(auto * observer : observers)
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observer->onAfterHeroDisembark(obj, from, dest);
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}
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void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectInstantAdd(obj, initiator);
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}
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void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
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{
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for(auto * observer : observers)
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observer->onObjectInstantRemove(obj, initiator);
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}
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void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == dest);
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for(auto * observer : observers)
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observer->onAfterHeroTeleported(obj, from, dest);
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}
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void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == from);
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for(auto * observer : observers)
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observer->onBeforeHeroTeleported(obj, from, dest);
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}
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void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
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{
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assert(obj->pos == dest);
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for(auto * observer : observers)
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observer->onHeroMoved(obj, from, dest);
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}
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void CMapHandler::addMapObserver(IMapObjectObserver * object)
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{
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observers.push_back(object);
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}
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void CMapHandler::removeMapObserver(IMapObjectObserver * object)
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{
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vstd::erase(observers, object);
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}
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IMapObjectObserver::IMapObjectObserver()
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{
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CGI->mh->addMapObserver(this);
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}
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IMapObjectObserver::~IMapObjectObserver()
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{
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if (CGI && CGI->mh)
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CGI->mh->removeMapObserver(this);
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}
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