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- #ifndef __MAPHANDLER_H__
- #define __MAPHANDLER_H__
- #include "global.h"
- #include <list>
- #include <set>
- /*
- * 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
- *
- */
- class CGObjectInstance;
- class CGHeroInstance;
- struct Mapa;
- class CGDefInfo;
- class CGObjectInstance;
- class CDefHandler;
- struct TerrainTile;
- struct SDL_Surface;
- struct SDL_Rect;
- struct TerrainTile2
- {
- int3 pos;
- const TerrainTile *tileInfo;
- 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
- 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
- TerrainTile2();
- };
- //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;
- PseudoV(){};
- PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
- {
- inver.resize(before + rest + after);
- offset=before;
- for(int i=0; i<before;i++)
- inver[i] = fill;
- for(int i=0;i<src.size();i++)
- inver[offset+i] = src[i];
- for(int i=src.size(); i<src.size()+after;i++)
- inver[offset+i] = fill;
- }
- 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 inver.size();
- }
- };
- class CMapHandler
- {
- public:
- PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
- int3 sizes; //map size (x = width, y = height, z = number of levels)
- Mapa * map;
- // Size of the map window in pixels. This doesn't have to be a multiple of tiles.
- int mapW;
- int mapH;
- // 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;
- std::set<int> usedHeroes;
- CDefHandler * fullHide; //for Fog of War
- CDefHandler * partialHide; //for For of War
- std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
- std::vector<CDefHandler *> roadDefs;
- std::vector<CDefHandler *> staticRiverDefs;
- std::vector<CDefHandler*> defs;
- std::map<std::string, CDefHandler*> loadedDefs; //pointers to loaded defs (key is filename, uppercase)
- std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
- CMapHandler(); //c-tor
- ~CMapHandler(); //d-tor
- void loadDefs();
- SDL_Surface * getVisBitmap(int x, int y, const std::vector< std::vector< std::vector<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(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
- bool hideObject(const 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)
- void initHeroDef(CGHeroInstance * h);
- void init();
- void calculateBlockedPos();
- void initObjectRects();
- void borderAndTerrainBitmapInit();
- void roadsRiverTerrainInit();
- void prepareFOWDefs();
- 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);
- void updateWater();
- 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__
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