mapHandler.cpp 6.6 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 "../CPlayerInterface.h"
  14. #include "../GameEngine.h"
  15. #include "../GameInstance.h"
  16. #include "../../lib/texts/CGeneralTextHandler.h"
  17. #include "../../lib/TerrainHandler.h"
  18. #include "../../lib/callback/CCallback.h"
  19. #include "../../lib/callback/IGameInfoCallback.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. for(auto * observer : observers)
  34. {
  35. if (observer->hasOngoingAnimations())
  36. observer->waitForOngoingAnimations();
  37. }
  38. }
  39. void CMapHandler::endNetwork()
  40. {
  41. for(auto * observer : observers)
  42. observer->endNetwork();
  43. }
  44. std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
  45. {
  46. const TerrainTile & t = map->getTile(pos);
  47. if(t.hasFavorableWinds())
  48. return LIBRARY->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
  49. std::string result = t.getTerrain()->getNameTranslated();
  50. for(const auto & object : map->getObjects())
  51. {
  52. if(object->coveringAt(pos) && object->isTile2Terrain())
  53. {
  54. result = object->getObjectName();
  55. break;
  56. }
  57. }
  58. if(GAME->interface()->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
  59. {
  60. return boost::str(
  61. boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
  62. % result % LIBRARY->generaltexth->allTexts[330]
  63. ); // 'digging ok'
  64. }
  65. return result;
  66. }
  67. bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
  68. {
  69. //FIXME: Optimize
  70. // this method is called A LOT on game start and some parts, e.g. for loops are too slow for that
  71. assert(a && b);
  72. if(!a)
  73. return true;
  74. if(!b)
  75. return false;
  76. // Background objects will always be placed below foreground objects
  77. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  78. {
  79. if(a->appearance->printPriority != b->appearance->printPriority)
  80. return a->appearance->printPriority > b->appearance->printPriority;
  81. //Two background objects will be placed based on their placement order on map
  82. return a->id < b->id;
  83. }
  84. int aBlocksB = 0;
  85. int bBlocksA = 0;
  86. for(const auto & aOffset : a->getBlockedOffsets())
  87. {
  88. int3 testTarget = a->anchorPos() + aOffset + int3(0, 1, 0);
  89. if(b->blockingAt(testTarget))
  90. bBlocksA += 1;
  91. }
  92. for(const auto & bOffset : b->getBlockedOffsets())
  93. {
  94. int3 testTarget = b->anchorPos() + bOffset + int3(0, 1, 0);
  95. if(a->blockingAt(testTarget))
  96. aBlocksB += 1;
  97. }
  98. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  99. // For example if blockmap of two objects looks like this:
  100. // ABB
  101. // AAB
  102. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  103. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  104. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  105. if(aBlocksB != bBlocksA)
  106. return aBlocksB < bBlocksA;
  107. // object that don't have clear priority via tile blocking will appear based on their row
  108. if(a->anchorPos().y != b->anchorPos().y)
  109. return a->anchorPos().y < b->anchorPos().y;
  110. // heroes should appear on top of objects on the same tile
  111. if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
  112. return true;
  113. if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
  114. return false;
  115. // or, if all other tests fail to determine priority - simply based on H3M order
  116. return a->id < b->id;
  117. }
  118. CMapHandler::CMapHandler(const CMap * map)
  119. : map(map)
  120. {
  121. }
  122. const CMap * CMapHandler::getMap()
  123. {
  124. return map;
  125. }
  126. bool CMapHandler::isInMap(const int3 & tile)
  127. {
  128. return map->isInTheMap(tile);
  129. }
  130. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
  131. {
  132. for(auto * observer : observers)
  133. observer->onObjectFadeIn(obj, initiator);
  134. }
  135. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
  136. {
  137. for(auto * observer : observers)
  138. observer->onObjectFadeOut(obj, initiator);
  139. }
  140. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  141. {
  142. for(auto * observer : observers)
  143. observer->onBeforeHeroEmbark(obj, from, dest);
  144. }
  145. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  146. {
  147. for(auto * observer : observers)
  148. observer->onAfterHeroEmbark(obj, from, dest);
  149. }
  150. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  151. {
  152. for(auto * observer : observers)
  153. observer->onBeforeHeroDisembark(obj, from, dest);
  154. }
  155. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  156. {
  157. for(auto * observer : observers)
  158. observer->onAfterHeroDisembark(obj, from, dest);
  159. }
  160. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
  161. {
  162. for(auto * observer : observers)
  163. observer->onObjectInstantAdd(obj, initiator);
  164. }
  165. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
  166. {
  167. for(auto * observer : observers)
  168. observer->onObjectInstantRemove(obj, initiator);
  169. }
  170. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  171. {
  172. assert(obj->pos == dest);
  173. for(auto * observer : observers)
  174. observer->onAfterHeroTeleported(obj, from, dest);
  175. }
  176. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  177. {
  178. assert(obj->pos == from);
  179. for(auto * observer : observers)
  180. observer->onBeforeHeroTeleported(obj, from, dest);
  181. }
  182. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  183. {
  184. assert(obj->pos == dest);
  185. for(auto * observer : observers)
  186. observer->onHeroMoved(obj, from, dest);
  187. }
  188. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  189. {
  190. observers.push_back(object);
  191. }
  192. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  193. {
  194. vstd::erase(observers, object);
  195. }
  196. IMapObjectObserver::IMapObjectObserver()
  197. {
  198. GAME->map().addMapObserver(this);
  199. }
  200. IMapObjectObserver::~IMapObjectObserver()
  201. {
  202. GAME->map().removeMapObserver(this);
  203. }