mapHandler.cpp 6.5 KB

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  1. /*
  2. * mapHandler.cpp, 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. #include "StdInc.h"
  11. #include "IMapRendererObserver.h"
  12. #include "mapHandler.h"
  13. #include "../CCallback.h"
  14. #include "../CPlayerInterface.h"
  15. #include "../GameEngine.h"
  16. #include "../GameInstance.h"
  17. #include "../../lib/texts/CGeneralTextHandler.h"
  18. #include "../../lib/TerrainHandler.h"
  19. #include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
  20. #include "../../lib/mapObjects/CGHeroInstance.h"
  21. #include "../../lib/mapObjects/ObjectTemplate.h"
  22. #include "../../lib/mapping/CMap.h"
  23. bool CMapHandler::hasOngoingAnimations()
  24. {
  25. for(auto * observer : observers)
  26. if(observer->hasOngoingAnimations())
  27. return true;
  28. return false;
  29. }
  30. void CMapHandler::waitForOngoingAnimations()
  31. {
  32. for(auto * observer : observers)
  33. {
  34. if (observer->hasOngoingAnimations())
  35. observer->waitForOngoingAnimations();
  36. }
  37. }
  38. void CMapHandler::endNetwork()
  39. {
  40. for(auto * observer : observers)
  41. observer->endNetwork();
  42. }
  43. std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
  44. {
  45. const TerrainTile & t = map->getTile(pos);
  46. if(t.hasFavorableWinds())
  47. return LIBRARY->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
  48. std::string result = t.getTerrain()->getNameTranslated();
  49. for(const auto & object : map->objects)
  50. {
  51. if(object && object->coveringAt(pos) && object->isTile2Terrain())
  52. {
  53. result = object->getObjectName();
  54. break;
  55. }
  56. }
  57. if(GAME->interface()->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
  58. {
  59. return boost::str(
  60. boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
  61. % result % LIBRARY->generaltexth->allTexts[330]
  62. ); // 'digging ok'
  63. }
  64. return result;
  65. }
  66. bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
  67. {
  68. //FIXME: Optimize
  69. // this method is called A LOT on game start and some parts, e.g. for loops are too slow for that
  70. assert(a && b);
  71. if(!a)
  72. return true;
  73. if(!b)
  74. return false;
  75. // Background objects will always be placed below foreground objects
  76. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  77. {
  78. if(a->appearance->printPriority != b->appearance->printPriority)
  79. return a->appearance->printPriority > b->appearance->printPriority;
  80. //Two background objects will be placed based on their placement order on map
  81. return a->id < b->id;
  82. }
  83. int aBlocksB = 0;
  84. int bBlocksA = 0;
  85. for(const auto & aOffset : a->getBlockedOffsets())
  86. {
  87. int3 testTarget = a->anchorPos() + aOffset + int3(0, 1, 0);
  88. if(b->blockingAt(testTarget))
  89. bBlocksA += 1;
  90. }
  91. for(const auto & bOffset : b->getBlockedOffsets())
  92. {
  93. int3 testTarget = b->anchorPos() + bOffset + int3(0, 1, 0);
  94. if(a->blockingAt(testTarget))
  95. aBlocksB += 1;
  96. }
  97. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  98. // For example if blockmap of two objects looks like this:
  99. // ABB
  100. // AAB
  101. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  102. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  103. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  104. if(aBlocksB != bBlocksA)
  105. return aBlocksB < bBlocksA;
  106. // object that don't have clear priority via tile blocking will appear based on their row
  107. if(a->anchorPos().y != b->anchorPos().y)
  108. return a->anchorPos().y < b->anchorPos().y;
  109. // heroes should appear on top of objects on the same tile
  110. if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
  111. return true;
  112. if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
  113. return false;
  114. // or, if all other tests fail to determine priority - simply based on H3M order
  115. return a->id < b->id;
  116. }
  117. CMapHandler::CMapHandler(const CMap * map)
  118. : map(map)
  119. {
  120. }
  121. const CMap * CMapHandler::getMap()
  122. {
  123. return map;
  124. }
  125. bool CMapHandler::isInMap(const int3 & tile)
  126. {
  127. return map->isInTheMap(tile);
  128. }
  129. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
  130. {
  131. for(auto * observer : observers)
  132. observer->onObjectFadeIn(obj, initiator);
  133. }
  134. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
  135. {
  136. for(auto * observer : observers)
  137. observer->onObjectFadeOut(obj, initiator);
  138. }
  139. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  140. {
  141. for(auto * observer : observers)
  142. observer->onBeforeHeroEmbark(obj, from, dest);
  143. }
  144. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  145. {
  146. for(auto * observer : observers)
  147. observer->onAfterHeroEmbark(obj, from, dest);
  148. }
  149. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  150. {
  151. for(auto * observer : observers)
  152. observer->onBeforeHeroDisembark(obj, from, dest);
  153. }
  154. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  155. {
  156. for(auto * observer : observers)
  157. observer->onAfterHeroDisembark(obj, from, dest);
  158. }
  159. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
  160. {
  161. for(auto * observer : observers)
  162. observer->onObjectInstantAdd(obj, initiator);
  163. }
  164. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
  165. {
  166. for(auto * observer : observers)
  167. observer->onObjectInstantRemove(obj, initiator);
  168. }
  169. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  170. {
  171. assert(obj->pos == dest);
  172. for(auto * observer : observers)
  173. observer->onAfterHeroTeleported(obj, from, dest);
  174. }
  175. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  176. {
  177. assert(obj->pos == from);
  178. for(auto * observer : observers)
  179. observer->onBeforeHeroTeleported(obj, from, dest);
  180. }
  181. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  182. {
  183. assert(obj->pos == dest);
  184. for(auto * observer : observers)
  185. observer->onHeroMoved(obj, from, dest);
  186. }
  187. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  188. {
  189. observers.push_back(object);
  190. }
  191. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  192. {
  193. vstd::erase(observers, object);
  194. }
  195. IMapObjectObserver::IMapObjectObserver()
  196. {
  197. GAME->map().addMapObserver(this);
  198. }
  199. IMapObjectObserver::~IMapObjectObserver()
  200. {
  201. GAME->map().removeMapObserver(this);
  202. }