mapHandler.h 5.0 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. struct TerrainTile2
  25. {
  26. int3 pos;
  27. const TerrainTile *tileInfo;
  28. SDL_Surface * terbitmap; //frames of terrain animation
  29. std::vector<SDL_Surface *> rivbitmap; //frames of river animation
  30. std::vector<SDL_Surface *> roadbitmap; //frames of road animation
  31. 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
  32. TerrainTile2();
  33. };
  34. //pathfinder
  35. // map<int,int> iDTerenu=>koszt_pola
  36. // map<int,int> IDdrogi=>koszt_drogi
  37. template <typename T> class PseudoV
  38. {
  39. public:
  40. int offset;
  41. std::vector<T> inver;
  42. PseudoV(){};
  43. PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
  44. {
  45. inver.resize(before + rest + after);
  46. offset=before;
  47. for(int i=0; i<before;i++)
  48. inver[i] = fill;
  49. for(int i=0;i<src.size();i++)
  50. inver[offset+i] = src[i];
  51. for(int i=src.size(); i<src.size()+after;i++)
  52. inver[offset+i] = fill;
  53. }
  54. inline T & operator[](const int & n)
  55. {
  56. return inver[n+offset];
  57. }
  58. inline const T & operator[](const int & n) const
  59. {
  60. return inver[n+offset];
  61. }
  62. void resize(int rest, int before, int after)
  63. {
  64. inver.resize(before + rest + after);
  65. offset=before;
  66. }
  67. int size() const
  68. {
  69. return inver.size();
  70. }
  71. };
  72. class CMapHandler
  73. {
  74. public:
  75. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  76. int3 sizes; //map size (x = width, y = height, z = number of levels)
  77. Mapa * map;
  78. // Size of the map window in pixels. This doesn't have to be a multiple of tiles.
  79. int mapW;
  80. int mapH;
  81. // Max number of tiles that will fit in the map screen. Tiles
  82. // can be partial on each edges.
  83. int tilesW;
  84. int tilesH;
  85. // size of each side of the frame around the whole map, in tiles
  86. int frameH;
  87. int frameW;
  88. // Coord in pixels of the top left corner of the top left tile to
  89. // draw. Values range is [-31..0]. A negative value
  90. // implies that part of the tile won't be displayed.
  91. int offsetX;
  92. int offsetY;
  93. std::set<int> usedHeroes;
  94. CDefHandler * fullHide; //for Fog of War
  95. CDefHandler * partialHide; //for For of War
  96. std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
  97. std::vector<CDefHandler *> roadDefs;
  98. std::vector<CDefHandler *> staticRiverDefs;
  99. std::vector<CDefHandler*> defs;
  100. std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
  101. std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
  102. CMapHandler(); //c-tor
  103. ~CMapHandler(); //d-tor
  104. void loadDefs();
  105. SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap, int lvl);
  106. int getCost(int3 & a, int3 & b, const CGHeroInstance * hero);
  107. std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
  108. //std::vector< CGObjectInstance * > getVisitableObjs(int3 pos); //returns vector of visitable objects at certain position
  109. CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
  110. std::string getDefName(int id, int subid); //returns name of def for object with given id and subid
  111. bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
  112. bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
  113. bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
  114. void initHeroDef(CGHeroInstance * h);
  115. void init();
  116. void calculateBlockedPos();
  117. void initObjectRects();
  118. void borderAndTerrainBitmapInit();
  119. void roadsRiverTerrainInit();
  120. void prepareFOWDefs();
  121. 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);
  122. void updateWater();
  123. unsigned char getHeroFrameNum(const unsigned char & dir, const bool & isMoving) const; //terrainRect helper function
  124. void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
  125. 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]
  126. };
  127. #endif // __MAPHANDLER_H__