mapHandler.cpp 6.4 KB

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  1. /*
  2. * mapHandler.cpp, part of VCMI engine
  3. *
  4. * Authors: listed in file AUTHORS in main folder
  5. *
  6. * License: GNU General Public License v2.0 or later
  7. * Full text of license available in license.txt file, in main folder
  8. *
  9. */
  10. #include "StdInc.h"
  11. #include "IMapRendererObserver.h"
  12. #include "mapHandler.h"
  13. #include "../CCallback.h"
  14. #include "../CGameInfo.h"
  15. #include "../CPlayerInterface.h"
  16. #include "../../lib/CGeneralTextHandler.h"
  17. #include "../../lib/TerrainHandler.h"
  18. #include "../../lib/UnlockGuard.h"
  19. #include "../../lib/mapObjects/CGHeroInstance.h"
  20. #include "../../lib/mapObjects/CObjectClassesHandler.h"
  21. #include "../../lib/mapping/CMap.h"
  22. bool CMapHandler::hasOngoingAnimations()
  23. {
  24. for(auto * observer : observers)
  25. if(observer->hasOngoingAnimations())
  26. return true;
  27. return false;
  28. }
  29. void CMapHandler::waitForOngoingAnimations()
  30. {
  31. while(CGI->mh->hasOngoingAnimations())
  32. {
  33. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  34. boost::this_thread::sleep(boost::posix_time::milliseconds(1));
  35. }
  36. }
  37. std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
  38. {
  39. const TerrainTile & t = map->getTile(pos);
  40. if(t.hasFavorableWinds())
  41. return CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
  42. std::string result = t.terType->getNameTranslated();
  43. for(const auto & object : map->objects)
  44. {
  45. if(object && object->coveringAt(pos.x, pos.y) && object->pos.z == pos.z && object->isTile2Terrain())
  46. {
  47. result = object->getObjectName();
  48. break;
  49. }
  50. }
  51. if(LOCPLINT->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
  52. {
  53. return boost::str(
  54. boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
  55. % result % CGI->generaltexth->allTexts[330]
  56. ); // 'digging ok'
  57. }
  58. return result;
  59. }
  60. bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
  61. {
  62. if(!a)
  63. return true;
  64. if(!b)
  65. return false;
  66. // Background objects will always be placed below foreground objects
  67. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  68. {
  69. if(a->appearance->printPriority != b->appearance->printPriority)
  70. return a->appearance->printPriority > b->appearance->printPriority;
  71. //Two background objects will be placed based on their placement order on map
  72. return a->id < b->id;
  73. }
  74. int aBlocksB = 0;
  75. int bBlocksA = 0;
  76. for(const auto & aOffset : a->getBlockedOffsets())
  77. {
  78. int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
  79. if(b->blockingAt(testTarget.x, testTarget.y))
  80. bBlocksA += 1;
  81. }
  82. for(const auto & bOffset : b->getBlockedOffsets())
  83. {
  84. int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
  85. if(a->blockingAt(testTarget.x, testTarget.y))
  86. aBlocksB += 1;
  87. }
  88. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  89. // For example if blockmap of two objects looks like this:
  90. // ABB
  91. // AAB
  92. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  93. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  94. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  95. if(aBlocksB != bBlocksA)
  96. return aBlocksB < bBlocksA;
  97. // object that don't have clear priority via tile blocking will appear based on their row
  98. if(a->pos.y != b->pos.y)
  99. return a->pos.y < b->pos.y;
  100. // heroes should appear on top of objects on the same tile
  101. if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
  102. return true;
  103. if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
  104. return false;
  105. // or, if all other tests fail to determine priority - simply based on H3M order
  106. return a->id < b->id;
  107. }
  108. CMapHandler::CMapHandler(const CMap * map)
  109. : map(map)
  110. {
  111. }
  112. const CMap * CMapHandler::getMap()
  113. {
  114. return map;
  115. }
  116. bool CMapHandler::isInMap(const int3 & tile)
  117. {
  118. return map->isInTheMap(tile);
  119. }
  120. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj)
  121. {
  122. for(auto * observer : observers)
  123. observer->onObjectFadeIn(obj);
  124. }
  125. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj)
  126. {
  127. for(auto * observer : observers)
  128. observer->onObjectFadeOut(obj);
  129. }
  130. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  131. {
  132. for(auto * observer : observers)
  133. observer->onBeforeHeroEmbark(obj, from, dest);
  134. }
  135. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  136. {
  137. for(auto * observer : observers)
  138. observer->onAfterHeroEmbark(obj, from, dest);
  139. }
  140. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  141. {
  142. for(auto * observer : observers)
  143. observer->onBeforeHeroDisembark(obj, from, dest);
  144. }
  145. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  146. {
  147. for(auto * observer : observers)
  148. observer->onAfterHeroDisembark(obj, from, dest);
  149. }
  150. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj)
  151. {
  152. for(auto * observer : observers)
  153. observer->onObjectInstantAdd(obj);
  154. }
  155. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj)
  156. {
  157. for(auto * observer : observers)
  158. observer->onObjectInstantRemove(obj);
  159. }
  160. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  161. {
  162. assert(obj->pos == dest);
  163. for(auto * observer : observers)
  164. observer->onAfterHeroTeleported(obj, from, dest);
  165. }
  166. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  167. {
  168. assert(obj->pos == from);
  169. for(auto * observer : observers)
  170. observer->onBeforeHeroTeleported(obj, from, dest);
  171. }
  172. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  173. {
  174. assert(obj->pos == dest);
  175. for(auto * observer : observers)
  176. observer->onHeroMoved(obj, from, dest);
  177. }
  178. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  179. {
  180. observers.push_back(object);
  181. }
  182. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  183. {
  184. vstd::erase(observers, object);
  185. }
  186. IMapObjectObserver::IMapObjectObserver()
  187. {
  188. CGI->mh->addMapObserver(this);
  189. }
  190. IMapObjectObserver::~IMapObjectObserver()
  191. {
  192. CGI->mh->removeMapObserver(this);
  193. }