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- /*
- * 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 "gui/Geometries.h"
- #include "SDL.h"
- class CGObjectInstance;
- class CGHeroInstance;
- class CGBoat;
- class CMap;
- struct TerrainTile;
- struct SDL_Surface;
- struct SDL_Rect;
- class CAnimation;
- class IImage;
- class CFadeAnimation;
- class PlayerColor;
- 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;
- SDL_Rect rect;
- int fadeAnimKey;
- TerrainTileObject(const CGObjectInstance * obj_, SDL_Rect rect_);
- ~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]
- const std::vector<std::vector<std::vector<ui8>>> * visibilityMap;
- SDL_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_, const std::vector<std::vector<std::vector<ui8>>> * visibilityMap_, SDL_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 inver.size();
- }
- private:
- int offset;
- std::vector<T> inver;
- };
- class CMapHandler
- {
- 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::unique_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
- IImage * requestWorldViewCacheOrCreate(EMapCacheType type, const 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
- {
- IImage * objBitmap; // main object bitmap
- 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(IImage * objBitmap_ = nullptr, 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, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_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, const IImage * source, SDL_Rect * sourceRect, bool moving) const;
- virtual void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_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 SDL_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;
- IImage * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
- IImage * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
- IImage * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
- 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, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
- void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override {}
- void init(const MapDrawingInfo * info) override;
- SDL_Rect clip(SDL_Surface * targetSurf) const override;
- public:
- CMapNormalBlitter(CMapHandler * parent);
- virtual ~CMapNormalBlitter(){}
- };
- class CMapWorldViewBlitter : public CMapBlitter
- {
- private:
- IImage * objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
- protected:
- void drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
- void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
- void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
- void drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_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;
- SDL_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);
- };
- 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:
- PseudoV<PseudoV<PseudoV<TerrainTile2>>> ttiles; //informations about map tiles
- 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
- //FIXME: unique_ptr should be enough, but fails to compile in MSVS 2013
- typedef std::vector<std::array<std::shared_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
- typedef std::vector<std::vector<std::array<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<const IImage *> FoWfullHide;
- std::vector<std::vector<std::vector<ui8>>> hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
- std::vector<const IImage *> FoWpartialHide;
- //edge graphics
- std::unique_ptr<CAnimation> egdeAnimation;
- std::vector<const 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;
- CMapHandler();
- ~CMapHandler();
- void getTerrainDescr(const int3 & pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
- 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)
- 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);
- };
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