mapHandler.h 4.7 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; //bitmap of terrain
  30. 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
  31. TerrainTile2();
  32. };
  33. //pathfinder
  34. // map<int,int> iDTerenu=>koszt_pola
  35. // map<int,int> IDdrogi=>koszt_drogi
  36. template <typename T> class PseudoV
  37. {
  38. public:
  39. int offset;
  40. std::vector<T> inver;
  41. PseudoV(){};
  42. PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
  43. {
  44. inver.resize(before + rest + after);
  45. offset=before;
  46. for(int i=0; i<before;i++)
  47. inver[i] = fill;
  48. for(int i=0;i<src.size();i++)
  49. inver[offset+i] = src[i];
  50. for(int i=src.size(); i<src.size()+after;i++)
  51. inver[offset+i] = fill;
  52. }
  53. inline T & operator[](const int & n)
  54. {
  55. return inver[n+offset];
  56. }
  57. inline const T & operator[](const int & n) const
  58. {
  59. return inver[n+offset];
  60. }
  61. void resize(int rest, int before, int after)
  62. {
  63. inver.resize(before + rest + after);
  64. offset=before;
  65. }
  66. int size() const
  67. {
  68. return inver.size();
  69. }
  70. };
  71. class CMapHandler
  72. {
  73. public:
  74. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  75. int3 sizes; //map size (x = width, y = height, z = number of levels)
  76. Mapa * map;
  77. // Size of the map window in pixels. This doesn't have to be a multiple of tiles.
  78. int mapW;
  79. int mapH;
  80. // Max number of tiles that will fit in the map screen. Tiles
  81. // can be partial on each edges.
  82. int tilesW;
  83. int tilesH;
  84. // size of each side of the frame around the whole map, in tiles
  85. int frameH;
  86. int frameW;
  87. // Coord in pixels of the top left corner of the top left tile to
  88. // draw. Values range is [-31..0]. A negative value
  89. // implies that part of the tile won't be displayed.
  90. int offsetX;
  91. int offsetY;
  92. std::set<int> usedHeroes;
  93. CDefHandler * fullHide; //for Fog of War
  94. CDefHandler * partialHide; //for For of War
  95. std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
  96. std::vector<CDefEssential *> roadDefs;
  97. std::vector<CDefEssential *> staticRiverDefs;
  98. std::map<std::string, CDefEssential*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
  99. std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
  100. CMapHandler(); //c-tor
  101. ~CMapHandler(); //d-tor
  102. SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
  103. std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
  104. void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
  105. CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
  106. bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
  107. bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
  108. bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
  109. void initHeroDef(CGHeroInstance * h);
  110. void init();
  111. void calculateBlockedPos();
  112. void initObjectRects();
  113. void borderAndTerrainBitmapInit();
  114. void roadsRiverTerrainInit();
  115. void prepareFOWDefs();
  116. void terrainRect(int3 top_tile, unsigned char anim, const 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, bool puzzleMode);
  117. void updateWater();
  118. unsigned char getHeroFrameNum(unsigned char dir, bool isMoving) const; //terrainRect helper function
  119. void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
  120. 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]
  121. };
  122. #endif // __MAPHANDLER_H__