mapHandler.cpp 6.5 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 "mapHandler.h"
  12. #include "IMapRendererObserver.h"
  13. #include "../CGameInfo.h"
  14. #include "../CPlayerInterface.h"
  15. #include "../CCallback.h"
  16. #include "../../lib/UnlockGuard.h"
  17. #include "../../lib/mapObjects/CGHeroInstance.h"
  18. #include "../../lib/mapObjects/CObjectClassesHandler.h"
  19. #include "../../lib/mapping/CMap.h"
  20. #include "../../lib/CGeneralTextHandler.h"
  21. #include "../../lib/TerrainHandler.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(boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
  54. % result
  55. % CGI->generaltexth->allTexts[330]); // 'digging ok'
  56. }
  57. return result;
  58. }
  59. bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
  60. {
  61. if(!a)
  62. return true;
  63. if(!b)
  64. return false;
  65. // Background objects will always be placed below foreground objects
  66. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  67. {
  68. if(a->appearance->printPriority != b->appearance->printPriority)
  69. return a->appearance->printPriority > b->appearance->printPriority;
  70. //Two background objects will be placed beased on their placement order on map
  71. return a->id < b->id;
  72. }
  73. int aBlocksB = 0;
  74. int bBlocksA = 0;
  75. for(const auto & aOffset : a->getBlockedOffsets())
  76. {
  77. int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
  78. if(b->blockingAt(testTarget.x, testTarget.y))
  79. bBlocksA += 1;
  80. }
  81. for(const auto & bOffset : b->getBlockedOffsets())
  82. {
  83. int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
  84. if(a->blockingAt(testTarget.x, testTarget.y))
  85. aBlocksB += 1;
  86. }
  87. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  88. // For example if blockmap of two objects looks like this:
  89. // ABB
  90. // AAB
  91. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  92. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  93. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  94. if(aBlocksB != bBlocksA)
  95. return aBlocksB < bBlocksA;
  96. // object that don't have clear priority via tile blocking will appear based on their row
  97. if(a->pos.y != b->pos.y)
  98. return a->pos.y < b->pos.y;
  99. // or, if all other tests fail to determine priority - simply based on H3M order
  100. return a->id < b->id;
  101. }
  102. CMapHandler::CMapHandler(const CMap * map)
  103. : map(map)
  104. {
  105. }
  106. const CMap * CMapHandler::getMap()
  107. {
  108. return map;
  109. }
  110. bool CMapHandler::isInMap( const int3 & tile)
  111. {
  112. return map->isInTheMap(tile);
  113. }
  114. std::vector<std::string> CMapHandler::getAmbientSounds(const int3 & tile)
  115. {
  116. std::vector<std::string> result;
  117. //for(auto & ttObj : ttiles[tile.z][tile.x][tile.y].objects)
  118. //{
  119. // if(ttObj.ambientSound)
  120. // result.push_back(ttObj.ambientSound.get());
  121. //}
  122. if(map->isCoastalTile(tile))
  123. result.emplace_back("LOOPOCEA");
  124. return result;
  125. }
  126. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj)
  127. {
  128. for (auto * observer : observers)
  129. observer->onObjectFadeIn(obj);
  130. }
  131. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj)
  132. {
  133. for (auto * observer : observers)
  134. observer->onObjectFadeOut(obj);
  135. }
  136. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance *obj, const int3 &from, const int3 &dest)
  137. {
  138. for (auto * observer : observers)
  139. observer->onBeforeHeroEmbark(obj, from, dest);
  140. }
  141. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance *obj, const int3 &from, const int3 &dest)
  142. {
  143. for (auto * observer : observers)
  144. observer->onAfterHeroEmbark(obj, from, dest);
  145. }
  146. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance *obj, const int3 &from, const int3 &dest)
  147. {
  148. for (auto * observer : observers)
  149. observer->onBeforeHeroDisembark(obj, from, dest);
  150. }
  151. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance *obj, const int3 &from, const int3 &dest)
  152. {
  153. for (auto * observer : observers)
  154. observer->onAfterHeroDisembark(obj, from, dest);
  155. }
  156. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj)
  157. {
  158. for (auto * observer : observers)
  159. observer->onObjectInstantAdd(obj);
  160. }
  161. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj)
  162. {
  163. for (auto * observer : observers)
  164. observer->onObjectInstantRemove(obj);
  165. }
  166. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  167. {
  168. assert(obj->pos == dest);
  169. for (auto * observer : observers)
  170. observer->onAfterHeroTeleported(obj, from, dest);
  171. }
  172. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  173. {
  174. assert(obj->pos == from);
  175. for (auto * observer : observers)
  176. observer->onBeforeHeroTeleported(obj, from, dest);
  177. }
  178. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  179. {
  180. assert(obj->pos == dest);
  181. for (auto * observer : observers)
  182. observer->onHeroMoved(obj, from, dest);
  183. }
  184. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  185. {
  186. observers.push_back(object);
  187. }
  188. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  189. {
  190. vstd::erase(observers, object);
  191. }
  192. IMapObjectObserver::IMapObjectObserver()
  193. {
  194. CGI->mh->addMapObserver(this);
  195. }
  196. IMapObjectObserver::~IMapObjectObserver()
  197. {
  198. CGI->mh->removeMapObserver(this);
  199. }