mapHandler.h 5.1 KB

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  1. #ifndef __MAPHANDLER_H__
  2. #define __MAPHANDLER_H__
  3. #include "global.h"
  4. #include <list>
  5. #include <set>
  6. /*
  7. * mapHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CGObjectInstance;
  16. class CGHeroInstance;
  17. struct Mapa;
  18. class CGDefInfo;
  19. class CGObjectInstance;
  20. class CDefHandler;
  21. struct TerrainTile;
  22. struct SDL_Surface;
  23. struct SDL_Rect;
  24. class CDefEssential;
  25. struct TerrainTile2
  26. {
  27. int3 pos;
  28. const TerrainTile *tileInfo;
  29. SDL_Surface * terbitmap; //frames of terrain animation
  30. std::vector<SDL_Surface *> rivbitmap; //frames of river animation
  31. std::vector<SDL_Surface *> roadbitmap; //frames of road animation
  32. 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
  33. TerrainTile2();
  34. };
  35. //pathfinder
  36. // map<int,int> iDTerenu=>koszt_pola
  37. // map<int,int> IDdrogi=>koszt_drogi
  38. template <typename T> class PseudoV
  39. {
  40. public:
  41. int offset;
  42. std::vector<T> inver;
  43. PseudoV(){};
  44. PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
  45. {
  46. inver.resize(before + rest + after);
  47. offset=before;
  48. for(int i=0; i<before;i++)
  49. inver[i] = fill;
  50. for(int i=0;i<src.size();i++)
  51. inver[offset+i] = src[i];
  52. for(int i=src.size(); i<src.size()+after;i++)
  53. inver[offset+i] = fill;
  54. }
  55. inline T & operator[](const int & n)
  56. {
  57. return inver[n+offset];
  58. }
  59. inline const T & operator[](const int & n) const
  60. {
  61. return inver[n+offset];
  62. }
  63. void resize(int rest, int before, int after)
  64. {
  65. inver.resize(before + rest + after);
  66. offset=before;
  67. }
  68. int size() const
  69. {
  70. return inver.size();
  71. }
  72. };
  73. class CMapHandler
  74. {
  75. public:
  76. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  77. int3 sizes; //map size (x = width, y = height, z = number of levels)
  78. Mapa * map;
  79. // Size of the map window in pixels. This doesn't have to be a multiple of tiles.
  80. int mapW;
  81. int mapH;
  82. // Max number of tiles that will fit in the map screen. Tiles
  83. // can be partial on each edges.
  84. int tilesW;
  85. int tilesH;
  86. // size of each side of the frame around the whole map, in tiles
  87. int frameH;
  88. int frameW;
  89. // Coord in pixels of the top left corner of the top left tile to
  90. // draw. Values range is [-31..0]. A negative value
  91. // implies that part of the tile won't be displayed.
  92. int offsetX;
  93. int offsetY;
  94. std::set<int> usedHeroes;
  95. CDefHandler * fullHide; //for Fog of War
  96. CDefHandler * partialHide; //for For of War
  97. std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
  98. std::vector<CDefEssential *> roadDefs;
  99. std::vector<CDefEssential *> staticRiverDefs;
  100. std::vector<CDefEssential*> defs;
  101. std::map<std::string, CDefEssential*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
  102. std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
  103. CMapHandler(); //c-tor
  104. ~CMapHandler(); //d-tor
  105. void loadDefs();
  106. SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
  107. int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
  108. std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
  109. //std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
  110. CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
  111. std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
  112. bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
  113. bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
  114. bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
  115. void initHeroDef(CGHeroInstance * h);
  116. void init();
  117. void calculateBlockedPos();
  118. void initObjectRects();
  119. void borderAndTerrainBitmapInit();
  120. void roadsRiverTerrainInit();
  121. void prepareFOWDefs();
  122. void terrainRect(int3 top_tile, unsigned char anim, std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY);
  123. void updateWater();
  124. unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
  125. void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
  126. static unsigned char getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
  127. };
  128. #endif // __MAPHANDLER_H__