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