mapHandler.h 14 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411
  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 "../../lib/Rect.h"
  14. #ifdef IN
  15. #undef IN
  16. #endif
  17. #ifdef OUT
  18. #undef OUT
  19. #endif
  20. VCMI_LIB_NAMESPACE_BEGIN
  21. class CGObjectInstance;
  22. class CGHeroInstance;
  23. class CGBoat;
  24. class CMap;
  25. struct TerrainTile;
  26. class PlayerColor;
  27. VCMI_LIB_NAMESPACE_END
  28. struct SDL_Surface;
  29. class CAnimation;
  30. class IImage;
  31. class CFadeAnimation;
  32. class CMapHandler;
  33. enum class EWorldViewIcon
  34. {
  35. TOWN = 0,
  36. HERO,
  37. ARTIFACT,
  38. TELEPORT,
  39. GATE,
  40. MINE_WOOD,
  41. MINE_MERCURY,
  42. MINE_STONE,
  43. MINE_SULFUR,
  44. MINE_CRYSTAL,
  45. MINE_GEM,
  46. MINE_GOLD,
  47. RES_WOOD,
  48. RES_MERCURY,
  49. RES_STONE,
  50. RES_SULFUR,
  51. RES_CRYSTAL,
  52. RES_GEM,
  53. RES_GOLD,
  54. };
  55. enum class EMapObjectFadingType
  56. {
  57. NONE,
  58. IN,
  59. OUT
  60. };
  61. enum class EMapAnimRedrawStatus
  62. {
  63. OK,
  64. REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
  65. };
  66. struct TerrainTileObject
  67. {
  68. const CGObjectInstance *obj;
  69. Rect rect;
  70. int fadeAnimKey;
  71. boost::optional<std::string> ambientSound;
  72. TerrainTileObject(const CGObjectInstance *obj_, Rect rect_, bool visitablePos = false);
  73. ~TerrainTileObject();
  74. };
  75. struct TerrainTile2
  76. {
  77. std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
  78. };
  79. struct MapDrawingInfo
  80. {
  81. bool scaled;
  82. int3 &topTile; // top-left tile in viewport [in tiles]
  83. std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap;
  84. Rect drawBounds; // map rect drawing bounds on screen
  85. std::shared_ptr<CAnimation> icons; // holds overlay icons for world view mode
  86. float scale; // map scale for world view mode (only if scaled == true)
  87. bool otherheroAnim;
  88. ui8 anim;
  89. ui8 heroAnim;
  90. int3 movement; // used for smooth map movement
  91. bool puzzleMode;
  92. int3 grailPos; // location of grail for puzzle mode [in tiles]
  93. const std::vector<ObjectPosInfo> * additionalIcons;
  94. bool showAllTerrain; //for expert viewEarth
  95. MapDrawingInfo(int3 &topTile_, std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap_, const Rect & drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
  96. : scaled(false),
  97. topTile(topTile_),
  98. visibilityMap(visibilityMap_),
  99. drawBounds(drawBounds_),
  100. icons(icons_),
  101. scale(1.0f),
  102. otherheroAnim(false),
  103. anim(0u),
  104. heroAnim(0u),
  105. movement(int3()),
  106. puzzleMode(false),
  107. grailPos(int3()),
  108. additionalIcons(nullptr),
  109. showAllTerrain(false)
  110. {}
  111. ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
  112. };
  113. template <typename T> class PseudoV
  114. {
  115. public:
  116. PseudoV() : offset(0) { }
  117. inline T & operator[](const int & n)
  118. {
  119. return inver[n+offset];
  120. }
  121. inline const T & operator[](const int & n) const
  122. {
  123. return inver[n+offset];
  124. }
  125. void resize(int rest, int before, int after)
  126. {
  127. inver.resize(before + rest + after);
  128. offset=before;
  129. }
  130. int size() const
  131. {
  132. return static_cast<int>(inver.size());
  133. }
  134. private:
  135. int offset;
  136. std::vector<T> inver;
  137. };
  138. enum class EMapCacheType : ui8
  139. {
  140. TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
  141. };
  142. /// temporarily caches rescaled frames for map world view redrawing
  143. class CMapCache
  144. {
  145. std::array< std::map<intptr_t, std::shared_ptr<IImage>>, (ui8)EMapCacheType::AFTER_LAST> data;
  146. float worldViewCachedScale;
  147. public:
  148. CMapCache();
  149. /// destroys all cached data (frees surfaces)
  150. void discardWorldViewCache();
  151. /// updates scale and determines if currently cached data is still valid
  152. void updateWorldViewScale(float scale);
  153. /// asks for cached data; @returns cached data if found, new scaled surface otherwise, may return nullptr in case of scaling error
  154. std::shared_ptr<IImage> requestWorldViewCacheOrCreate(EMapCacheType type, std::shared_ptr<IImage> fullSurface);
  155. };
  156. /// helper struct to pass around resolved bitmaps of an object; images can be nullptr if object doesn't have bitmap of that type
  157. struct AnimBitmapHolder
  158. {
  159. std::shared_ptr<IImage> objBitmap; // main object bitmap
  160. std::shared_ptr<IImage> flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
  161. bool isMoving; // indicates if the object is moving (again, heroes/boats only)
  162. AnimBitmapHolder(std::shared_ptr<IImage> objBitmap_ = nullptr, std::shared_ptr<IImage> flagBitmap_ = nullptr, bool moving = false)
  163. : objBitmap(objBitmap_),
  164. flagBitmap(flagBitmap_),
  165. isMoving(moving)
  166. {}
  167. };
  168. class CMapBlitter
  169. {
  170. protected:
  171. const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
  172. CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
  173. int tileSize; // size of a tile drawn on map [in pixels]
  174. int halfTileSizeCeil; // half of the tile size, rounded up
  175. int3 tileCount; // number of tiles in current viewport
  176. int3 topTile; // top-left tile of the viewport
  177. int3 initPos; // starting drawing position [in pixels]
  178. int3 pos; // current position [in tiles]
  179. int3 realPos; // current position [in pixels]
  180. Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
  181. Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
  182. const MapDrawingInfo * info; // data for drawing passed from outside
  183. /// general drawing method, called internally by more specialized ones
  184. virtual void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const = 0;
  185. // first drawing pass
  186. /// draws terrain bitmap (or custom bitmap if applicable) on current tile
  187. virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
  188. /// draws a river segment on current tile
  189. virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
  190. /// draws a road segment on current tile
  191. virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
  192. /// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
  193. virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
  194. virtual void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const;
  195. virtual void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const;
  196. // second drawing pass
  197. /// current tile: draws overlay over the map, used to draw world view icons
  198. virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
  199. /// draws fog of war on current tile
  200. virtual void drawFow(SDL_Surface * targetSurf) const;
  201. /// draws map border frame on current position
  202. virtual void drawFrame(SDL_Surface * targetSurf) const;
  203. /// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
  204. virtual void drawOverlayEx(SDL_Surface * targetSurf);
  205. // third drawing pass
  206. /// custom post-processing, if needed (used by puzzle view)
  207. virtual void postProcessing(SDL_Surface * targetSurf) const {}
  208. // misc methods
  209. /// initializes frame-drawing (called at the start of every redraw)
  210. virtual void init(const MapDrawingInfo * drawingInfo) = 0;
  211. /// calculates clip region for map viewport
  212. virtual Rect clip(SDL_Surface * targetSurf) const = 0;
  213. virtual ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
  214. virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
  215. virtual bool canDrawObject(const CGObjectInstance * obj) const;
  216. virtual bool canDrawCurrentTile() const;
  217. // internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
  218. AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
  219. AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
  220. std::shared_ptr<IImage> findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  221. std::shared_ptr<IImage> findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  222. std::shared_ptr<IImage> findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
  223. std::shared_ptr<IImage> findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const;
  224. public:
  225. CMapBlitter(CMapHandler * p);
  226. virtual ~CMapBlitter();
  227. void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
  228. /// helper method that chooses correct bitmap(s) for given object
  229. AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
  230. };
  231. class CMapNormalBlitter : public CMapBlitter
  232. {
  233. protected:
  234. void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const override;
  235. void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
  236. void init(const MapDrawingInfo * info) override;
  237. Rect clip(SDL_Surface * targetSurf) const override;
  238. public:
  239. CMapNormalBlitter(CMapHandler * parent);
  240. virtual ~CMapNormalBlitter(){}
  241. };
  242. class CMapWorldViewBlitter : public CMapBlitter
  243. {
  244. private:
  245. std::shared_ptr<IImage> objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
  246. protected:
  247. void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const override;
  248. void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  249. void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const override;
  250. void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const override;
  251. void drawFrame(SDL_Surface * targetSurf) const override {}
  252. void drawOverlayEx(SDL_Surface * targetSurf) override;
  253. void init(const MapDrawingInfo * info) override;
  254. Rect clip(SDL_Surface * targetSurf) const override;
  255. ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
  256. void calculateWorldViewCameraPos();
  257. public:
  258. CMapWorldViewBlitter(CMapHandler * parent);
  259. virtual ~CMapWorldViewBlitter(){}
  260. };
  261. class CMapPuzzleViewBlitter : public CMapNormalBlitter
  262. {
  263. std::vector<int> unblittableObjects;
  264. void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  265. void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
  266. void postProcessing(SDL_Surface * targetSurf) const override;
  267. bool canDrawObject(const CGObjectInstance * obj) const override;
  268. bool canDrawCurrentTile() const override { return true; }
  269. public:
  270. CMapPuzzleViewBlitter(CMapHandler * parent);
  271. };
  272. class CMapHandler
  273. {
  274. friend class CMapBlitter;
  275. friend class CMapNormalBlitter;
  276. friend class CMapWorldViewBlitter;
  277. CMapCache cache;
  278. CMapBlitter * normalBlitter;
  279. CMapBlitter * worldViewBlitter;
  280. CMapBlitter * puzzleViewBlitter;
  281. std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
  282. int fadeAnimCounter;
  283. CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
  284. bool updateObjectsFade();
  285. bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
  286. void initObjectRects();
  287. void initBorderGraphics();
  288. void initTerrainGraphics();
  289. void prepareFOWDefs();
  290. public: //TODO: make private
  291. boost::multi_array<TerrainTile2, 3> ttiles; //informations about map tiles [z][x][y]
  292. int3 sizes; //map size (x = width, y = height, z = number of levels)
  293. const CMap * map;
  294. // Max number of tiles that will fit in the map screen. Tiles
  295. // can be partial on each edges.
  296. int tilesW;
  297. int tilesH;
  298. // size of each side of the frame around the whole map, in tiles
  299. int frameH;
  300. int frameW;
  301. // Coord in pixels of the top left corner of the top left tile to
  302. // draw. Values range is [-31..0]. A negative value
  303. // implies that part of the tile won't be displayed.
  304. int offsetX;
  305. int offsetY;
  306. //terrain graphics
  307. private:
  308. //FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
  309. typedef std::map<std::string, std::array<std::shared_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
  310. typedef std::map<std::string, std::vector<std::array<std::shared_ptr<IImage>, 4>>> TFlippedCache;//[type, view type, rotation]
  311. TFlippedAnimations terrainAnimations;//[terrain type, rotation]
  312. TFlippedCache terrainImages;//[terrain type, view type, rotation]
  313. TFlippedAnimations roadAnimations;//[road type, rotation]
  314. TFlippedCache roadImages;//[road type, view type, rotation]
  315. TFlippedAnimations riverAnimations;//[river type, rotation]
  316. TFlippedCache riverImages;//[river type, view type, rotation]
  317. //Fog of War cache (not owned)
  318. std::vector<std::shared_ptr<IImage>> FoWfullHide;
  319. boost::multi_array<ui8, 3> hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
  320. std::vector<std::shared_ptr<IImage>> FoWpartialHide;
  321. //edge graphics
  322. std::unique_ptr<CAnimation> egdeAnimation;
  323. std::vector<std::shared_ptr<IImage>> egdeImages;//cache of links to egdeAnimation (for faster access)
  324. PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
  325. mutable std::map<const CGObjectInstance*, ui8> animationPhase;
  326. public:
  327. CMapHandler();
  328. ~CMapHandler();
  329. void getTerrainDescr(const int3 & pos, std::string & out, bool isRMB) const; // isRMB = whether Right Mouse Button is clicked
  330. bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
  331. 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)
  332. bool hasObjectHole(const int3 & pos) const; // Checks if TerrainTile2 tile has a pit remained after digging.
  333. void init();
  334. EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
  335. void updateWater();
  336. /// determines if the map is ready to handle new hero movement (not available during fading animations)
  337. bool canStartHeroMovement();
  338. void discardWorldViewCache();
  339. static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
  340. };