mapHandler.h 14 KB

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  1. /*
  2. * mapHandler.h, 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. #pragma once
  11. #include "../lib/int3.h"
  12. #include "../lib/spells/ViewSpellInt.h"
  13. #include "gui/Geometries.h"
  14. #include "SDL.h"
  15. class CGObjectInstance;
  16. class CGHeroInstance;
  17. class CGBoat;
  18. class CMap;
  19. struct TerrainTile;
  20. struct SDL_Surface;
  21. struct SDL_Rect;
  22. class CAnimation;
  23. class IImage;
  24. class CFadeAnimation;
  25. class PlayerColor;
  26. enum class EWorldViewIcon
  27. {
  28. TOWN = 0,
  29. HERO,
  30. ARTIFACT,
  31. TELEPORT,
  32. GATE,
  33. MINE_WOOD,
  34. MINE_MERCURY,
  35. MINE_STONE,
  36. MINE_SULFUR,
  37. MINE_CRYSTAL,
  38. MINE_GEM,
  39. MINE_GOLD,
  40. RES_WOOD,
  41. RES_MERCURY,
  42. RES_STONE,
  43. RES_SULFUR,
  44. RES_CRYSTAL,
  45. RES_GEM,
  46. RES_GOLD,
  47. };
  48. enum class EMapObjectFadingType
  49. {
  50. NONE,
  51. IN,
  52. OUT
  53. };
  54. enum class EMapAnimRedrawStatus
  55. {
  56. OK,
  57. REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
  58. };
  59. struct TerrainTileObject
  60. {
  61. const CGObjectInstance *obj;
  62. SDL_Rect rect;
  63. int fadeAnimKey;
  64. boost::optional<std::string> ambientSound;
  65. TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_, bool visitablePos = false);
  66. ~TerrainTileObject();
  67. };
  68. struct TerrainTile2
  69. {
  70. std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
  71. };
  72. struct MapDrawingInfo
  73. {
  74. bool scaled;
  75. int3 &topTile; // top-left tile in viewport [in tiles]
  76. const std::vector< std::vector< std::vector<ui8> > > * visibilityMap;
  77. SDL_Rect * drawBounds; // map rect drawing bounds on screen
  78. std::shared_ptr<CAnimation> icons; // holds overlay icons for world view mode
  79. float scale; // map scale for world view mode (only if scaled == true)
  80. bool otherheroAnim;
  81. ui8 anim;
  82. ui8 heroAnim;
  83. int3 movement; // used for smooth map movement
  84. bool puzzleMode;
  85. int3 grailPos; // location of grail for puzzle mode [in tiles]
  86. const std::vector<ObjectPosInfo> * additionalIcons;
  87. bool showAllTerrain; //for expert viewEarth
  88. MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
  89. : scaled(false),
  90. topTile(topTile_),
  91. visibilityMap(visibilityMap_),
  92. drawBounds(drawBounds_),
  93. icons(icons_),
  94. scale(1.0f),
  95. otherheroAnim(false),
  96. anim(0u),
  97. heroAnim(0u),
  98. movement(int3()),
  99. puzzleMode(false),
  100. grailPos(int3()),
  101. additionalIcons(nullptr),
  102. showAllTerrain(false)
  103. {}
  104. ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
  105. };
  106. template <typename T> class PseudoV
  107. {
  108. public:
  109. PseudoV() : offset(0) { }
  110. inline T & operator[](const int & n)
  111. {
  112. return inver[n+offset];
  113. }
  114. inline const T & operator[](const int & n) const
  115. {
  116. return inver[n+offset];
  117. }
  118. void resize(int rest, int before, int after)
  119. {
  120. inver.resize(before + rest + after);
  121. offset=before;
  122. }
  123. int size() const
  124. {
  125. return inver.size();
  126. }
  127. private:
  128. int offset;
  129. std::vector<T> inver;
  130. };
  131. class CMapHandler
  132. {
  133. enum class EMapCacheType : ui8
  134. {
  135. TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
  136. };
  137. /// temporarily caches rescaled frames for map world view redrawing
  138. class CMapCache
  139. {
  140. std::array< std::map<intptr_t, std::shared_ptr<IImage>>, (ui8)EMapCacheType::AFTER_LAST> data;
  141. float worldViewCachedScale;
  142. public:
  143. CMapCache();
  144. /// destroys all cached data (frees surfaces)
  145. void discardWorldViewCache();
  146. /// updates scale and determines if currently cached data is still valid
  147. void updateWorldViewScale(float scale);
  148. /// asks for cached data; @returns cached data if found, new scaled surface otherwise, may return nullptr in case of scaling error
  149. std::shared_ptr<IImage> requestWorldViewCacheOrCreate(EMapCacheType type, std::shared_ptr<IImage> fullSurface);
  150. };
  151. /// helper struct to pass around resolved bitmaps of an object; images can be nullptr if object doesn't have bitmap of that type
  152. struct AnimBitmapHolder
  153. {
  154. std::shared_ptr<IImage> objBitmap; // main object bitmap
  155. std::shared_ptr<IImage> flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
  156. bool isMoving; // indicates if the object is moving (again, heroes/boats only)
  157. AnimBitmapHolder(std::shared_ptr<IImage> objBitmap_ = nullptr, std::shared_ptr<IImage> flagBitmap_ = nullptr, bool moving = false)
  158. : objBitmap(objBitmap_),
  159. flagBitmap(flagBitmap_),
  160. isMoving(moving)
  161. {}
  162. };
  163. class CMapBlitter
  164. {
  165. protected:
  166. const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
  167. CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
  168. int tileSize; // size of a tile drawn on map [in pixels]
  169. int halfTileSizeCeil; // half of the tile size, rounded up
  170. int3 tileCount; // number of tiles in current viewport
  171. int3 topTile; // top-left tile of the viewport
  172. int3 initPos; // starting drawing position [in pixels]
  173. int3 pos; // current position [in tiles]
  174. int3 realPos; // current position [in pixels]
  175. Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
  176. Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
  177. const MapDrawingInfo * info; // data for drawing passed from outside
  178. /// general drawing method, called internally by more specialized ones
  179. virtual void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const = 0;
  180. // first drawing pass
  181. /// draws terrain bitmap (or custom bitmap if applicable) on current tile
  182. virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
  183. /// draws a river segment on current tile
  184. virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
  185. /// draws a road segment on current tile
  186. virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
  187. /// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
  188. virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
  189. virtual void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, bool moving) const;
  190. virtual void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
  191. // second drawing pass
  192. /// current tile: draws overlay over the map, used to draw world view icons
  193. virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
  194. /// draws fog of war on current tile
  195. virtual void drawFow(SDL_Surface * targetSurf) const;
  196. /// draws map border frame on current position
  197. virtual void drawFrame(SDL_Surface * targetSurf) const;
  198. /// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
  199. virtual void drawOverlayEx(SDL_Surface * targetSurf);
  200. // third drawing pass
  201. /// custom post-processing, if needed (used by puzzle view)
  202. virtual void postProcessing(SDL_Surface * targetSurf) const {}
  203. // misc methods
  204. /// initializes frame-drawing (called at the start of every redraw)
  205. virtual void init(const MapDrawingInfo * drawingInfo) = 0;
  206. /// calculates clip region for map viewport
  207. virtual SDL_Rect clip(SDL_Surface * targetSurf) const = 0;
  208. virtual ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
  209. virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
  210. virtual bool canDrawObject(const CGObjectInstance * obj) const;
  211. virtual bool canDrawCurrentTile() const;
  212. // internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
  213. AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
  214. AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
  215. std::shared_ptr<IImage> findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  216. std::shared_ptr<IImage> findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  217. std::shared_ptr<IImage> findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
  218. std::shared_ptr<IImage> findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const;
  219. public:
  220. CMapBlitter(CMapHandler * p);
  221. virtual ~CMapBlitter();
  222. void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
  223. /// helper method that chooses correct bitmap(s) for given object
  224. AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
  225. };
  226. class CMapNormalBlitter : public CMapBlitter
  227. {
  228. protected:
  229. void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
  230. void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
  231. void init(const MapDrawingInfo * info) override;
  232. SDL_Rect clip(SDL_Surface * targetSurf) const override;
  233. public:
  234. CMapNormalBlitter(CMapHandler * parent);
  235. virtual ~CMapNormalBlitter(){}
  236. };
  237. class CMapWorldViewBlitter : public CMapBlitter
  238. {
  239. private:
  240. std::shared_ptr<IImage> objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
  241. protected:
  242. void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
  243. void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  244. void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
  245. void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, SDL_Rect * sourceRect, bool moving) const override;
  246. void drawFrame(SDL_Surface * targetSurf) const override {}
  247. void drawOverlayEx(SDL_Surface * targetSurf) override;
  248. void init(const MapDrawingInfo * info) override;
  249. SDL_Rect clip(SDL_Surface * targetSurf) const override;
  250. ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
  251. void calculateWorldViewCameraPos();
  252. public:
  253. CMapWorldViewBlitter(CMapHandler * parent);
  254. virtual ~CMapWorldViewBlitter(){}
  255. };
  256. class CMapPuzzleViewBlitter : public CMapNormalBlitter
  257. {
  258. std::vector<int> unblittableObjects;
  259. void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  260. void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
  261. void postProcessing(SDL_Surface * targetSurf) const override;
  262. bool canDrawObject(const CGObjectInstance * obj) const override;
  263. bool canDrawCurrentTile() const override { return true; }
  264. public:
  265. CMapPuzzleViewBlitter(CMapHandler * parent);
  266. };
  267. CMapCache cache;
  268. CMapBlitter * normalBlitter;
  269. CMapBlitter * worldViewBlitter;
  270. CMapBlitter * puzzleViewBlitter;
  271. std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
  272. int fadeAnimCounter;
  273. CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
  274. bool updateObjectsFade();
  275. bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
  276. void initObjectRects();
  277. void initBorderGraphics();
  278. void initTerrainGraphics();
  279. void prepareFOWDefs();
  280. public:
  281. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  282. int3 sizes; //map size (x = width, y = height, z = number of levels)
  283. const CMap * map;
  284. // Max number of tiles that will fit in the map screen. Tiles
  285. // can be partial on each edges.
  286. int tilesW;
  287. int tilesH;
  288. // size of each side of the frame around the whole map, in tiles
  289. int frameH;
  290. int frameW;
  291. // Coord in pixels of the top left corner of the top left tile to
  292. // draw. Values range is [-31..0]. A negative value
  293. // implies that part of the tile won't be displayed.
  294. int offsetX;
  295. int offsetY;
  296. //terrain graphics
  297. //FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
  298. typedef std::vector<std::array<std::shared_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
  299. typedef std::vector<std::vector<std::array<std::shared_ptr<IImage>, 4>>> TFlippedCache;//[type, view type, rotation]
  300. TFlippedAnimations terrainAnimations;//[terrain type, rotation]
  301. TFlippedCache terrainImages;//[terrain type, view type, rotation]
  302. TFlippedAnimations roadAnimations;//[road type, rotation]
  303. TFlippedCache roadImages;//[road type, view type, rotation]
  304. TFlippedAnimations riverAnimations;//[river type, rotation]
  305. TFlippedCache riverImages;//[river type, view type, rotation]
  306. //Fog of War cache (not owned)
  307. std::vector<std::shared_ptr<IImage>> FoWfullHide;
  308. std::vector<std::vector<std::vector<ui8> > > hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
  309. std::vector<std::shared_ptr<IImage>> FoWpartialHide;
  310. //edge graphics
  311. std::unique_ptr<CAnimation> egdeAnimation;
  312. std::vector<std::shared_ptr<IImage>> egdeImages;//cache of links to egdeAnimation (for faster access)
  313. PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
  314. mutable std::map<const CGObjectInstance*, ui8> animationPhase;
  315. CMapHandler();
  316. ~CMapHandler();
  317. void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
  318. bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
  319. 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)
  320. void init();
  321. EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
  322. void updateWater();
  323. /// determines if the map is ready to handle new hero movement (not available during fading animations)
  324. bool canStartHeroMovement();
  325. void discardWorldViewCache();
  326. static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
  327. };