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 "../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. if(!a)
  65. return true;
  66. if(!b)
  67. return false;
  68. // Background objects will always be placed below foreground objects
  69. if(a->appearance->printPriority != 0 || b->appearance->printPriority != 0)
  70. {
  71. if(a->appearance->printPriority != b->appearance->printPriority)
  72. return a->appearance->printPriority > b->appearance->printPriority;
  73. //Two background objects will be placed based on their placement order on map
  74. return a->id < b->id;
  75. }
  76. int aBlocksB = 0;
  77. int bBlocksA = 0;
  78. for(const auto & aOffset : a->getBlockedOffsets())
  79. {
  80. int3 testTarget = a->pos + aOffset + int3(0, 1, 0);
  81. if(b->blockingAt(testTarget.x, testTarget.y))
  82. bBlocksA += 1;
  83. }
  84. for(const auto & bOffset : b->getBlockedOffsets())
  85. {
  86. int3 testTarget = b->pos + bOffset + int3(0, 1, 0);
  87. if(a->blockingAt(testTarget.x, testTarget.y))
  88. aBlocksB += 1;
  89. }
  90. // Discovered by experimenting with H3 maps - object priority depends on how many tiles of object A are "blocked" by object B
  91. // For example if blockmap of two objects looks like this:
  92. // ABB
  93. // AAB
  94. // Here, in middle column object A has blocked tile that is immediately below tile blocked by object B
  95. // Meaning, object A blocks 1 tile of object B and object B blocks 0 tiles of object A
  96. // In this scenario in H3 object A will always appear above object B, irregardless of H3M order
  97. if(aBlocksB != bBlocksA)
  98. return aBlocksB < bBlocksA;
  99. // object that don't have clear priority via tile blocking will appear based on their row
  100. if(a->pos.y != b->pos.y)
  101. return a->pos.y < b->pos.y;
  102. // heroes should appear on top of objects on the same tile
  103. if(b->ID==Obj::HERO && a->ID!=Obj::HERO)
  104. return true;
  105. if(b->ID!=Obj::HERO && a->ID==Obj::HERO)
  106. return false;
  107. // or, if all other tests fail to determine priority - simply based on H3M order
  108. return a->id < b->id;
  109. }
  110. CMapHandler::CMapHandler(const CMap * map)
  111. : map(map)
  112. {
  113. }
  114. const CMap * CMapHandler::getMap()
  115. {
  116. return map;
  117. }
  118. bool CMapHandler::isInMap(const int3 & tile)
  119. {
  120. return map->isInTheMap(tile);
  121. }
  122. void CMapHandler::onObjectFadeIn(const CGObjectInstance * obj, const PlayerColor & initiator)
  123. {
  124. for(auto * observer : observers)
  125. observer->onObjectFadeIn(obj, initiator);
  126. }
  127. void CMapHandler::onObjectFadeOut(const CGObjectInstance * obj, const PlayerColor & initiator)
  128. {
  129. for(auto * observer : observers)
  130. observer->onObjectFadeOut(obj, initiator);
  131. }
  132. void CMapHandler::onBeforeHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  133. {
  134. for(auto * observer : observers)
  135. observer->onBeforeHeroEmbark(obj, from, dest);
  136. }
  137. void CMapHandler::onAfterHeroEmbark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  138. {
  139. for(auto * observer : observers)
  140. observer->onAfterHeroEmbark(obj, from, dest);
  141. }
  142. void CMapHandler::onBeforeHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  143. {
  144. for(auto * observer : observers)
  145. observer->onBeforeHeroDisembark(obj, from, dest);
  146. }
  147. void CMapHandler::onAfterHeroDisembark(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  148. {
  149. for(auto * observer : observers)
  150. observer->onAfterHeroDisembark(obj, from, dest);
  151. }
  152. void CMapHandler::onObjectInstantAdd(const CGObjectInstance * obj, const PlayerColor & initiator)
  153. {
  154. for(auto * observer : observers)
  155. observer->onObjectInstantAdd(obj, initiator);
  156. }
  157. void CMapHandler::onObjectInstantRemove(const CGObjectInstance * obj, const PlayerColor & initiator)
  158. {
  159. for(auto * observer : observers)
  160. observer->onObjectInstantRemove(obj, initiator);
  161. }
  162. void CMapHandler::onAfterHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  163. {
  164. assert(obj->pos == dest);
  165. for(auto * observer : observers)
  166. observer->onAfterHeroTeleported(obj, from, dest);
  167. }
  168. void CMapHandler::onBeforeHeroTeleported(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  169. {
  170. assert(obj->pos == from);
  171. for(auto * observer : observers)
  172. observer->onBeforeHeroTeleported(obj, from, dest);
  173. }
  174. void CMapHandler::onHeroMoved(const CGHeroInstance * obj, const int3 & from, const int3 & dest)
  175. {
  176. assert(obj->pos == dest);
  177. for(auto * observer : observers)
  178. observer->onHeroMoved(obj, from, dest);
  179. }
  180. void CMapHandler::addMapObserver(IMapObjectObserver * object)
  181. {
  182. observers.push_back(object);
  183. }
  184. void CMapHandler::removeMapObserver(IMapObjectObserver * object)
  185. {
  186. vstd::erase(observers, object);
  187. }
  188. IMapObjectObserver::IMapObjectObserver()
  189. {
  190. CGI->mh->addMapObserver(this);
  191. }
  192. IMapObjectObserver::~IMapObjectObserver()
  193. {
  194. if (CGI && CGI->mh)
  195. CGI->mh->removeMapObserver(this);
  196. }