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/mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../../lib/mapObjects/CGHeroInstance.h"
  21. #include "../../lib/mapObjects/ObjectTemplate.h"
  22. #include "../../lib/mapping/CMap.h"
  23. bool CMapHandler::hasOngoingAnimations()
  24. {
  25. for(auto * observer : observers)
  26. if(observer->hasOngoingAnimations())
  27. return true;
  28. return false;
  29. }
  30. void CMapHandler::waitForOngoingAnimations()
  31. {
  32. while(CGI->mh->hasOngoingAnimations())
  33. {
  34. auto unlockPim = vstd::makeUnlockGuard(*CPlayerInterface::pim);
  35. boost::this_thread::sleep_for(boost::chrono::milliseconds(1));
  36. }
  37. }
  38. std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
  39. {
  40. const TerrainTile & t = map->getTile(pos);
  41. if(t.hasFavorableWinds())
  42. return CGI->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
  43. std::string result = t.terType->getNameTranslated();
  44. for(const auto & object : map->objects)
  45. {
  46. if(object && object->coveringAt(pos.x, pos.y) && object->pos.z == pos.z && object->isTile2Terrain())
  47. {
  48. result = object->getObjectName();
  49. break;
  50. }
  51. }
  52. if(LOCPLINT->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
  53. {
  54. return boost::str(
  55. boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
  56. % result % CGI->generaltexth->allTexts[330]
  57. ); // 'digging ok'
  58. }
  59. return result;
  60. }
  61. bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
  62. {
  63. if(!a)
  64. return true;
  65. if(!b)
  66. return false;
  67. // Background objects will always be placed below foreground objects
  68. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  69. {
  70. if(a->appearance->printPriority != b->appearance->printPriority)
  71. return a->appearance->printPriority > b->appearance->printPriority;
  72. //Two background objects will be placed based on their placement order on map
  73. return a->id < b->id;
  74. }
  75. int aBlocksB = 0;
  76. int bBlocksA = 0;
  77. for(const auto & aOffset : a->getBlockedOffsets())
  78. {
  79. int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
  80. if(b->blockingAt(testTarget.x, testTarget.y))
  81. bBlocksA += 1;
  82. }
  83. for(const auto & bOffset : b->getBlockedOffsets())
  84. {
  85. int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
  86. if(a->blockingAt(testTarget.x, testTarget.y))
  87. aBlocksB += 1;
  88. }
  89. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  90. // For example if blockmap of two objects looks like this:
  91. // ABB
  92. // AAB
  93. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  94. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  95. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  96. if(aBlocksB != bBlocksA)
  97. return aBlocksB < bBlocksA;
  98. // object that don't have clear priority via tile blocking will appear based on their row
  99. if(a->pos.y != b->pos.y)
  100. return a->pos.y < b->pos.y;
  101. // heroes should appear on top of objects on the same tile
  102. if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
  103. return true;
  104. if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
  105. return false;
  106. // or, if all other tests fail to determine priority - simply based on H3M order
  107. return a->id < b->id;
  108. }
  109. CMapHandler::CMapHandler(const CMap * map)
  110. : map(map)
  111. {
  112. }
  113. const CMap * CMapHandler::getMap()
  114. {
  115. return map;
  116. }
  117. bool CMapHandler::isInMap(const int3 & tile)
  118. {
  119. return map->isInTheMap(tile);
  120. }
  121. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj)
  122. {
  123. for(auto * observer : observers)
  124. observer->onObjectFadeIn(obj);
  125. }
  126. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj)
  127. {
  128. for(auto * observer : observers)
  129. observer->onObjectFadeOut(obj);
  130. }
  131. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  132. {
  133. for(auto * observer : observers)
  134. observer->onBeforeHeroEmbark(obj, from, dest);
  135. }
  136. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  137. {
  138. for(auto * observer : observers)
  139. observer->onAfterHeroEmbark(obj, from, dest);
  140. }
  141. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  142. {
  143. for(auto * observer : observers)
  144. observer->onBeforeHeroDisembark(obj, from, dest);
  145. }
  146. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  147. {
  148. for(auto * observer : observers)
  149. observer->onAfterHeroDisembark(obj, from, dest);
  150. }
  151. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj)
  152. {
  153. for(auto * observer : observers)
  154. observer->onObjectInstantAdd(obj);
  155. }
  156. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj)
  157. {
  158. for(auto * observer : observers)
  159. observer->onObjectInstantRemove(obj);
  160. }
  161. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  162. {
  163. assert(obj->pos == dest);
  164. for(auto * observer : observers)
  165. observer->onAfterHeroTeleported(obj, from, dest);
  166. }
  167. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  168. {
  169. assert(obj->pos == from);
  170. for(auto * observer : observers)
  171. observer->onBeforeHeroTeleported(obj, from, dest);
  172. }
  173. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  174. {
  175. assert(obj->pos == dest);
  176. for(auto * observer : observers)
  177. observer->onHeroMoved(obj, from, dest);
  178. }
  179. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  180. {
  181. observers.push_back(object);
  182. }
  183. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  184. {
  185. vstd::erase(observers, object);
  186. }
  187. IMapObjectObserver::IMapObjectObserver()
  188. {
  189. CGI->mh->addMapObserver(this);
  190. }
  191. IMapObjectObserver::~IMapObjectObserver()
  192. {
  193. if (CGI && CGI->mh)
  194. CGI->mh->removeMapObserver(this);
  195. }