| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 |
- #ifndef MAPHANDLER_H
- #define MAPHANDLER_H
- #include "hch\CAmbarCendamo.h"
- #include "hch\CSemiDefHandler.h"
- #include "CGameInfo.h"
- #include "hch\CDefHandler.h"
- #include <boost/logic/tribool.hpp>
- #include "hch\CObjectHandler.h"
- #include <list>
- const int Woff = 12; //width of map's frame
- const int Hoff = 8;
- struct TerrainTile2
- {
- int3 pos; //this tile's position
- EterrainType terType; //type of terrain tile
- Eroad malle; //type of road
- unsigned char roaddir; //type of road tile
- Eriver nuine; //type of river
- unsigned char rivdir; //type of river tile
- std::vector<SDL_Surface *> terbitmap; //frames of terrain animation
- std::vector<SDL_Surface *> rivbitmap; //frames of river animation
- std::vector<SDL_Surface *> roadbitmap; //frames of road animation
- bool visitable; //false = not visitable; true = visitable
- bool blocked; //false = free; true = blocked;
- std::vector < std::pair<CGObjectInstance*,SDL_Rect> > objects; //poiters to objects being on this tile with rects to be easier to blit this tile on screen
- std::vector <CGObjectInstance*> visitableObjects; //pointers to objects hero is visiting being on this tile
- };
- //pathfinder
- // map<int,int> iDTerenu=>koszt_pola
- // map<int,int> IDdrogi=>koszt_drogi
- template <typename T> class PseudoV
- {
- public:
- int offset;
- std::vector<T> inver;
- inline T & operator[](int n)
- {
- return inver[n+offset];
- }
- void resize(int rest,int Offset)
- {
- inver.resize(Offset*2+rest);
- offset=Offset;
- }
- int size() const
- {
- return inver.size();
- }
- };
- class CMapHandler
- {
- public:
- PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles;
- int3 sizes;
- CAmbarCendamo * reader;
- std::set<int> usedHeroes;
- CDefHandler * fullHide;
- CDefHandler * partialHide;
- PseudoV< PseudoV< PseudoV<unsigned char> > > visibility; //true means that pointed place is visible //not used now
- //std::vector< std::vector<char> > undVisibility; //true means that pointed place is visible
- std::vector<CDefHandler *> roadDefs;
- std::vector<CDefHandler *> staticRiverDefs;
- std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
- std::map<int, CGDefInfo*> villages, forts, capitols;
- std::vector< std::vector< std::string > > battleBacks; //battleBacks[terType] - vector of possible names for certain terrain type
- std::vector< std::string > battleHeroes; //battleHeroes[hero type] - name of def that has hero animation for battle
- PseudoV< PseudoV< PseudoV<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
- char & visAccess(int x, int y);
- char & undVisAccess(int x, int y);
- SDL_Surface mirrorImage(SDL_Surface *src); //what is this??
- SDL_Surface * getVisBitmap(int x, int y, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap, int lvl);
- int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
- std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
- std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
- std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
- bool printObject(CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
- bool hideObject(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)
- bool recalculateHideVisPos(int3& pos); //recalculates position for hidden / visitable positions
- bool recalculateHideVisPosUnderObj(CGObjectInstance * obj, bool withBorder = false); //recalculates position for hidden / visitable positions under given object
- void init();
- int pickHero(int owner);
- std::pair<int,int> pickObject(CGObjectInstance *obj);
- void randomizeObject(CGObjectInstance *cur);
- void calculateBlockedPos();
- void initObjectRects();
- void borderAndTerrainBitmapInit();
- void roadsRiverTerrainInit();
- void prepareFOWDefs();
- void randomizeObjects();
- SDL_Surface * terrainRect(int x, int y, int dx, int dy, int level=0, unsigned char anim=0, PseudoV< PseudoV< PseudoV<unsigned char> > > & visibilityMap = CGI->mh->visibility, bool otherHeroAnim = false, unsigned char heroAnim = 0, SDL_Surface * extSurf = NULL, SDL_Rect * extRect = NULL); //if extSurf is specified, blit to it
- SDL_Surface * terrBitmap(int x, int y);
- SDL_Surface * undTerrBitmap(int x, int y);
- std::string getRandomizedDefName(CGDefInfo* di, CGObjectInstance * obj = NULL); //objinstance needed only for heroes and towns
- unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
- void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
- 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]
- };
- #endif //MAPHANDLER_H
|