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							- #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;
 
- struct TerrainTile;
 
- struct SDL_Surface;
 
- struct SDL_Rect;
 
- class CAnimation;
 
- class IImage;
 
- 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
 
- {
 
- 	std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
 
- };
 
- 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
 
- 	std::shared_ptr<CAnimation> icons; // 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_, std::shared_ptr<CAnimation> icons_ = nullptr)
 
- 		: scaled(false),
 
- 		  topTile(topTile_),
 
- 		  visibilityMap(visibilityMap_),
 
- 		  drawBounds(drawBounds_),
 
- 		  icons(icons_),
 
- 		  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) { }
 
- 	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 : ui8
 
- 	{
 
- 		TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
 
- 	};
 
- 	/// temporarily caches rescaled frames for map world view redrawing
 
- 	class CMapCache
 
- 	{
 
- 		std::array< std::map<intptr_t, std::unique_ptr<IImage>>, (ui8)EMapCacheType::AFTER_LAST> 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);
 
- 		/// asks for cached data; @returns cached data if found, new scaled surface otherwise, may return nullptr in case of scaling error
 
- 		IImage * requestWorldViewCacheOrCreate(EMapCacheType type, const IImage * fullSurface);
 
- 	};
 
- 	/// helper struct to pass around resolved bitmaps of an object; images can be nullptr if object doesn't have bitmap of that type
 
- 	struct AnimBitmapHolder
 
- 	{
 
- 		IImage * objBitmap; // main object bitmap
 
- 		IImage * 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(IImage * objBitmap_ = nullptr, IImage * 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, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) 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, const IImage * source, SDL_Rect * sourceRect, bool moving) const;
 
- 		virtual void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, 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 getHeroFrameGroup(ui8 dir, bool isMoving) 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;
 
- 		IImage * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
 
- 		IImage * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
 
- 		IImage * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
 
- 		IImage * findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) 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, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) 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:
 
- 		IImage * objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
 
- 	protected:
 
- 		void drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
 
- 		void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
 
- 		void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
 
- 		void drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const override;
 
- 		void drawFrame(SDL_Surface * targetSurf) const override {}
 
- 		void drawOverlayEx(SDL_Surface * targetSurf) override;
 
- 		void init(const MapDrawingInfo * info) override;
 
- 		SDL_Rect clip(SDL_Surface * targetSurf) const override;
 
- 		ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
 
- 		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);
 
- 	void initObjectRects();
 
- 	void initBorderGraphics();
 
- 	void initTerrainGraphics();
 
- 	void prepareFOWDefs();
 
- 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;
 
- 	//terrain graphics
 
- 	typedef std::vector<std::array<std::unique_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
 
- 	typedef std::vector<std::vector<std::array<IImage *, 4>>> TFlippedCache;//[type, view type, rotation]
 
- 	TFlippedAnimations terrainAnimations;//[terrain type, rotation]
 
- 	TFlippedCache terrainImages;//[terrain type, view type, rotation]
 
- 	TFlippedAnimations roadAnimations;//[road type, rotation]
 
- 	TFlippedCache roadImages;//[road type, view type, rotation]
 
- 	TFlippedAnimations riverAnimations;//[river type, rotation]
 
- 	TFlippedCache riverImages;//[river type, view type, rotation]
 
- 	//Fog of War cache (not owned)
 
- 	std::vector<const IImage *> FoWfullHide;
 
- 	std::vector<std::vector<std::vector<ui8> > > hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
 
- 	std::vector<const IImage *> FoWpartialHide;
 
- 	//edge graphics
 
- 	std::unique_ptr<CAnimation> egdeAnimation;
 
- 	std::vector<const IImage *> egdeImages;//cache of links to egdeAnimation (for faster access)
 
- 	PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
 
- 	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
 
- 	bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, 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)
 
- 	void init();
 
- 	EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
 
- 	void updateWater();
 
- 	/// 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);
 
- };
 
 
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