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- /*
- * mapHandler.cpp, 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
- *
- */
- #include "StdInc.h"
- #include "IMapRendererObserver.h"
- #include "mapHandler.h"
- #include "../CPlayerInterface.h"
- #include "../GameEngine.h"
- #include "../GameInstance.h"
- #include "../../lib/texts/CGeneralTextHandler.h"
- #include "../../lib/TerrainHandler.h"
- #include "../../lib/callback/CCallback.h"
- #include "../../lib/callback/IGameInfoCallback.h"
- #include "../../lib/mapObjectConstructors/CObjectClassesHandler.h"
- #include "../../lib/mapObjects/CGHeroInstance.h"
- #include "../../lib/mapObjects/ObjectTemplate.h"
- #include "../../lib/mapping/CMap.h"
- bool CMapHandler::hasOngoingAnimations()
- {
- for(auto * observer : observers)
- if(observer->hasOngoingAnimations())
- return true;
- return false;
- }
- void CMapHandler::waitForOngoingAnimations()
- {
- for(auto * observer : observers)
- {
- if (observer->hasOngoingAnimations())
- observer->waitForOngoingAnimations();
- }
- }
- void CMapHandler::endNetwork()
- {
- for(auto * observer : observers)
- observer->endNetwork();
- }
- std::string CMapHandler::getTerrainDescr(const int3 & pos, bool rightClick) const
- {
- const TerrainTile & t = map->getTile(pos);
- if(t.hasFavorableWinds())
- return LIBRARY->objtypeh->getObjectName(Obj::FAVORABLE_WINDS, 0);
- std::string result = t.getTerrain()->getNameTranslated();
- for(const auto & object : map->getObjects())
- {
- if(object->coveringAt(pos) && object->isTile2Terrain())
- {
- result = object->getObjectName();
- break;
- }
- }
- if(GAME->interface()->cb->getTileDigStatus(pos, false) == EDiggingStatus::CAN_DIG)
- {
- return boost::str(
- boost::format(rightClick ? "%s\r\n%s" : "%s %s") // New line for the Message Box, space for the Status Bar
- % result % LIBRARY->generaltexth->allTexts[330]
- ); // 'digging ok'
- }
- return result;
- }
- bool CMapHandler::compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b)
- {
- //FIXME: Optimize
- // this method is called A LOT on game start and some parts, e.g. for loops are too slow for that
- assert(a && b);
- if(!a)
- return true;
- if(!b)
- return false;
- // Background objects will always be placed below foreground objects
- if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
- {
- if(a->appearance->printPriority != b->appearance->printPriority)
- return a->appearance->printPriority > b->appearance->printPriority;
- //Two background objects will be placed based on their placement order on map
- return a->id < b->id;
- }
- int aBlocksB = 0;
- int bBlocksA = 0;
- for(const auto & aOffset : a->getBlockedOffsets())
- {
- int3 testTarget = a->anchorPos() + aOffset + int3(0, 1, 0);
- if(b->blockingAt(testTarget))
- bBlocksA += 1;
- }
- for(const auto & bOffset : b->getBlockedOffsets())
- {
- int3 testTarget = b->anchorPos() + bOffset + int3(0, 1, 0);
- if(a->blockingAt(testTarget))
- aBlocksB += 1;
- }
- // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
- // For example if blockmap of two objects looks like this:
- // ABB
- // AAB
- // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
- // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
- // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
- if(aBlocksB != bBlocksA)
- return aBlocksB < bBlocksA;
- // object that don't have clear priority via tile blocking will appear based on their row
- if(a->anchorPos().y != b->anchorPos().y)
- return a->anchorPos().y < b->anchorPos().y;
- // heroes should appear on top of objects on the same tile
- if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
- return true;
- if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
- return false;
- // or, if all other tests fail to determine priority - simply based on H3M order
- return a->id < b->id;
- }
- CMapHandler::CMapHandler(const CMap * map)
- : map(map)
- {
- }
- const CMap * CMapHandler::getMap()
- {
- return map;
- }
- bool CMapHandler::isInMap(const int3 & tile)
- {
- return map->isInTheMap(tile);
- }
- void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- for(auto * observer : observers)
- observer->onObjectFadeIn(obj, initiator);
- }
- void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- for(auto * observer : observers)
- observer->onObjectFadeOut(obj, initiator);
- }
- void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- for(auto * observer : observers)
- observer->onBeforeHeroEmbark(obj, from, dest);
- }
- void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- for(auto * observer : observers)
- observer->onAfterHeroEmbark(obj, from, dest);
- }
- void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- for(auto * observer : observers)
- observer->onBeforeHeroDisembark(obj, from, dest);
- }
- void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- for(auto * observer : observers)
- observer->onAfterHeroDisembark(obj, from, dest);
- }
- void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- for(auto * observer : observers)
- observer->onObjectInstantAdd(obj, initiator);
- }
- void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
- {
- for(auto * observer : observers)
- observer->onObjectInstantRemove(obj, initiator);
- }
- void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(obj->pos == dest);
- for(auto * observer : observers)
- observer->onAfterHeroTeleported(obj, from, dest);
- }
- void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(obj->pos == from);
- for(auto * observer : observers)
- observer->onBeforeHeroTeleported(obj, from, dest);
- }
- void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
- {
- assert(obj->pos == dest);
- for(auto * observer : observers)
- observer->onHeroMoved(obj, from, dest);
- }
- void CMapHandler::addMapObserver(IMapObjectObserver * object)
- {
- observers.push_back(object);
- }
- void CMapHandler::removeMapObserver(IMapObjectObserver * object)
- {
- vstd::erase(observers, object);
- }
- IMapObjectObserver::IMapObjectObserver()
- {
- GAME->map().addMapObserver(this);
- }
- IMapObjectObserver::~IMapObjectObserver()
- {
- GAME->map().removeMapObserver(this);
- }
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