| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411 |
- /*
- * mapHandler.h, part of VCMI engine
- *
- * Authors: listed in file AUTHORS in main folder
- *
- * License: GNU General Public License v2.0 or later
- * Full text of license available in license.txt file, in main folder
- *
- */
- #pragma once
- #include "../../lib/int3.h"
- #include "../../lib/spells/ViewSpellInt.h"
- #include "../../lib/Rect.h"
- #ifdef IN
- #undef IN
- #endif
- #ifdef OUT
- #undef OUT
- #endif
- VCMI_LIB_NAMESPACE_BEGIN
- class CGObjectInstance;
- class CGHeroInstance;
- class CGBoat;
- class CMap;
- struct TerrainTile;
- class PlayerColor;
- VCMI_LIB_NAMESPACE_END
- struct SDL_Surface;
- class CAnimation;
- class IImage;
- class CFadeAnimation;
- class CMapHandler;
- enum class EWorldViewIcon
- {
- TOWN = 0,
- HERO,
- ARTIFACT,
- TELEPORT,
- GATE,
- MINE_WOOD,
- MINE_MERCURY,
- MINE_STONE,
- MINE_SULFUR,
- MINE_CRYSTAL,
- MINE_GEM,
- MINE_GOLD,
- RES_WOOD,
- RES_MERCURY,
- RES_STONE,
- RES_SULFUR,
- RES_CRYSTAL,
- RES_GEM,
- RES_GOLD,
- };
- enum class EMapObjectFadingType
- {
- NONE,
- IN,
- OUT
- };
- enum class EMapAnimRedrawStatus
- {
- OK,
- REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
- };
- struct TerrainTileObject
- {
- const CGObjectInstance *obj;
- Rect rect;
- int fadeAnimKey;
- boost::optional<std::string> ambientSound;
- TerrainTileObject(const CGObjectInstance *obj_, Rect rect_, bool visitablePos = false);
- ~TerrainTileObject();
- };
- struct TerrainTile2
- {
- std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
- };
- struct MapDrawingInfo
- {
- bool scaled;
- int3 &topTile; // top-left tile in viewport [in tiles]
- std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap;
- Rect drawBounds; // map rect drawing bounds on screen
- std::shared_ptr<CAnimation> icons; // holds overlay icons for world view mode
- float scale; // map scale for world view mode (only if scaled == true)
- bool otherheroAnim;
- ui8 anim;
- ui8 heroAnim;
- int3 movement; // used for smooth map movement
- bool puzzleMode;
- int3 grailPos; // location of grail for puzzle mode [in tiles]
- const std::vector<ObjectPosInfo> * additionalIcons;
- bool showAllTerrain; //for expert viewEarth
- MapDrawingInfo(int3 &topTile_, std::shared_ptr<const boost::multi_array<ui8, 3>> visibilityMap_, const Rect & drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
- : scaled(false),
- topTile(topTile_),
- visibilityMap(visibilityMap_),
- drawBounds(drawBounds_),
- icons(icons_),
- scale(1.0f),
- otherheroAnim(false),
- anim(0u),
- heroAnim(0u),
- movement(int3()),
- puzzleMode(false),
- grailPos(int3()),
- additionalIcons(nullptr),
- showAllTerrain(false)
- {}
- ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
- };
- template <typename T> class PseudoV
- {
- public:
- PseudoV() : offset(0) { }
- inline T & operator[](const int & n)
- {
- return inver[n+offset];
- }
- inline const T & operator[](const int & n) const
- {
- return inver[n+offset];
- }
- void resize(int rest, int before, int after)
- {
- inver.resize(before + rest + after);
- offset=before;
- }
- int size() const
- {
- return static_cast<int>(inver.size());
- }
- private:
- int offset;
- std::vector<T> inver;
- };
- enum class EMapCacheType : ui8
- {
- TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
- };
- /// temporarily caches rescaled frames for map world view redrawing
- class CMapCache
- {
- std::array< std::map<intptr_t, std::shared_ptr<IImage>>, (ui8)EMapCacheType::AFTER_LAST> data;
- float worldViewCachedScale;
- public:
- CMapCache();
- /// destroys all cached data (frees surfaces)
- void discardWorldViewCache();
- /// updates scale and determines if currently cached data is still valid
- void updateWorldViewScale(float scale);
- /// asks for cached data; @returns cached data if found, new scaled surface otherwise, may return nullptr in case of scaling error
- std::shared_ptr<IImage> requestWorldViewCacheOrCreate(EMapCacheType type, std::shared_ptr<IImage> fullSurface);
- };
- /// helper struct to pass around resolved bitmaps of an object; images can be nullptr if object doesn't have bitmap of that type
- struct AnimBitmapHolder
- {
- std::shared_ptr<IImage> objBitmap; // main object bitmap
- std::shared_ptr<IImage> flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
- bool isMoving; // indicates if the object is moving (again, heroes/boats only)
- AnimBitmapHolder(std::shared_ptr<IImage> objBitmap_ = nullptr, std::shared_ptr<IImage> flagBitmap_ = nullptr, bool moving = false)
- : objBitmap(objBitmap_),
- flagBitmap(flagBitmap_),
- isMoving(moving)
- {}
- };
- class CMapBlitter
- {
- protected:
- const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
- CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
- int tileSize; // size of a tile drawn on map [in pixels]
- int halfTileSizeCeil; // half of the tile size, rounded up
- int3 tileCount; // number of tiles in current viewport
- int3 topTile; // top-left tile of the viewport
- int3 initPos; // starting drawing position [in pixels]
- int3 pos; // current position [in tiles]
- int3 realPos; // current position [in pixels]
- Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
- Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
- const MapDrawingInfo * info; // data for drawing passed from outside
- /// general drawing method, called internally by more specialized ones
- virtual void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const = 0;
- // first drawing pass
- /// draws terrain bitmap (or custom bitmap if applicable) on current tile
- virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
- /// draws a river segment on current tile
- virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
- /// draws a road segment on current tile
- virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
- /// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
- virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
- virtual void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const;
- virtual void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const;
- // second drawing pass
- /// current tile: draws overlay over the map, used to draw world view icons
- virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
- /// draws fog of war on current tile
- virtual void drawFow(SDL_Surface * targetSurf) const;
- /// draws map border frame on current position
- virtual void drawFrame(SDL_Surface * targetSurf) const;
- /// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
- virtual void drawOverlayEx(SDL_Surface * targetSurf);
- // third drawing pass
- /// custom post-processing, if needed (used by puzzle view)
- virtual void postProcessing(SDL_Surface * targetSurf) const {}
- // misc methods
- /// initializes frame-drawing (called at the start of every redraw)
- virtual void init(const MapDrawingInfo * drawingInfo) = 0;
- /// calculates clip region for map viewport
- virtual Rect clip(SDL_Surface * targetSurf) const = 0;
- virtual ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
- virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
- virtual bool canDrawObject(const CGObjectInstance * obj) const;
- virtual bool canDrawCurrentTile() const;
- // internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
- AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
- AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
- std::shared_ptr<IImage> findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
- std::shared_ptr<IImage> findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
- std::shared_ptr<IImage> findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
- std::shared_ptr<IImage> findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const;
- public:
- CMapBlitter(CMapHandler * p);
- virtual ~CMapBlitter();
- void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
- /// helper method that chooses correct bitmap(s) for given object
- AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
- };
- class CMapNormalBlitter : public CMapBlitter
- {
- protected:
- void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const override;
- void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
- void init(const MapDrawingInfo * info) override;
- Rect clip(SDL_Surface * targetSurf) const override;
- public:
- CMapNormalBlitter(CMapHandler * parent);
- virtual ~CMapNormalBlitter(){}
- };
- class CMapWorldViewBlitter : public CMapBlitter
- {
- private:
- std::shared_ptr<IImage> objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
- protected:
- void drawElement(EMapCacheType cacheType, std::shared_ptr<IImage> source, Rect * sourceRect, SDL_Surface * targetSurf, Rect * destRect) const override;
- void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
- void drawHeroFlag(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, Rect * destRect, bool moving) const override;
- void drawObject(SDL_Surface * targetSurf, std::shared_ptr<IImage> source, Rect * sourceRect, bool moving) const override;
- void drawFrame(SDL_Surface * targetSurf) const override {}
- void drawOverlayEx(SDL_Surface * targetSurf) override;
- void init(const MapDrawingInfo * info) override;
- Rect clip(SDL_Surface * targetSurf) const override;
- ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
- void calculateWorldViewCameraPos();
- public:
- CMapWorldViewBlitter(CMapHandler * parent);
- virtual ~CMapWorldViewBlitter(){}
- };
- class CMapPuzzleViewBlitter : public CMapNormalBlitter
- {
- std::vector<int> unblittableObjects;
- void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
- void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
- void postProcessing(SDL_Surface * targetSurf) const override;
- bool canDrawObject(const CGObjectInstance * obj) const override;
- bool canDrawCurrentTile() const override { return true; }
- public:
- CMapPuzzleViewBlitter(CMapHandler * parent);
- };
- class CMapHandler
- {
- friend class CMapBlitter;
- friend class CMapNormalBlitter;
- friend class CMapWorldViewBlitter;
- CMapCache cache;
- CMapBlitter * normalBlitter;
- CMapBlitter * worldViewBlitter;
- CMapBlitter * puzzleViewBlitter;
- std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
- int fadeAnimCounter;
- CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
- bool updateObjectsFade();
- bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
- void initObjectRects();
- void initBorderGraphics();
- void initTerrainGraphics();
- void prepareFOWDefs();
- public: //TODO: make private
- boost::multi_array<TerrainTile2, 3> ttiles; //informations about map tiles [z][x][y]
- int3 sizes; //map size (x = width, y = height, z = number of levels)
- const CMap * map;
- // Max number of tiles that will fit in the map screen. Tiles
- // can be partial on each edges.
- int tilesW;
- int tilesH;
- // size of each side of the frame around the whole map, in tiles
- int frameH;
- int frameW;
- // Coord in pixels of the top left corner of the top left tile to
- // draw. Values range is [-31..0]. A negative value
- // implies that part of the tile won't be displayed.
- int offsetX;
- int offsetY;
- //terrain graphics
- private:
- //FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
- typedef std::map<std::string, std::array<std::shared_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
- typedef std::map<std::string, std::vector<std::array<std::shared_ptr<IImage>, 4>>> TFlippedCache;//[type, view type, rotation]
- TFlippedAnimations terrainAnimations;//[terrain type, rotation]
- TFlippedCache terrainImages;//[terrain type, view type, rotation]
- TFlippedAnimations roadAnimations;//[road type, rotation]
- TFlippedCache roadImages;//[road type, view type, rotation]
- TFlippedAnimations riverAnimations;//[river type, rotation]
- TFlippedCache riverImages;//[river type, view type, rotation]
- //Fog of War cache (not owned)
- std::vector<std::shared_ptr<IImage>> FoWfullHide;
- boost::multi_array<ui8, 3> hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
- std::vector<std::shared_ptr<IImage>> FoWpartialHide;
- //edge graphics
- std::unique_ptr<CAnimation> egdeAnimation;
- std::vector<std::shared_ptr<IImage>> egdeImages;//cache of links to egdeAnimation (for faster access)
- PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
- mutable std::map<const CGObjectInstance*, ui8> animationPhase;
- public:
- CMapHandler();
- ~CMapHandler();
- void getTerrainDescr(const int3 & pos, std::string & out, bool isRMB) const; // isRMB = whether Right Mouse Button is clicked
- bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
- 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)
- bool hasObjectHole(const int3 & pos) const; // Checks if TerrainTile2 tile has a pit remained after digging.
- void init();
- EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
- void updateWater();
- /// determines if the map is ready to handle new hero movement (not available during fading animations)
- bool canStartHeroMovement();
- void discardWorldViewCache();
- static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
- };
|