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							- #pragma once
 
- #include "../lib/int3.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 CMap;
 
- class CGDefInfo;
 
- class CGObjectInstance;
 
- class CDefHandler;
 
- struct TerrainTile;
 
- struct SDL_Surface;
 
- //struct SDL_Rect;
 
- class CDefEssential;
 
- struct TerrainTile2
 
- {
 
- 	SDL_Surface * terbitmap; //bitmap of terrain
 
- 	std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
 
- 	TerrainTile2();
 
- };
 
- 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
 
- {
 
- 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;
 
- 	static const bool MARK_BLOCKED_POSITIONS;
 
- 	static const bool MARK_VISITABLE_POSITIONS;
 
- 	CMapHandler(); //c-tor
 
- 	~CMapHandler(); //d-tor
 
- 	std::pair<SDL_Surface *, bool> getVisBitmap(const int3 & pos, const std::vector< std::vector< std::vector<ui8> > > & visibilityMap) const; //returns appropriate bitmap and info if alpha blitting is necessary
 
- 	ui8 getPhaseShift(const CGObjectInstance *object) const;
 
- 	std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
 
- 	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); //puts appropriate things to ttiles, so obj will be visible on map
 
- 	bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
 
- 	bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
 
- 	void init();
 
- 	void calculateBlockedPos();
 
- 	void initObjectRects();
 
- 	void borderAndTerrainBitmapInit();
 
- 	void roadsRiverTerrainInit();
 
- 	void prepareFOWDefs();
 
- 	void terrainRect(int3 top_tile, ui8 anim, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap, bool otherHeroAnim, ui8 heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel) const;
 
- 	void updateWater();
 
- 	ui8 getHeroFrameNum(ui8 dir, bool isMoving) const; //terrainRect helper function
 
- 	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]
 
- };
 
 
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