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- #pragma once
- #include "../lib/int3.h"
- #include "gui/Geometries.h"
- #include "SDL.h"
- /*
- * 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
- *
- */
- class CGObjectInstance;
- class CGHeroInstance;
- class CMap;
- class CGDefInfo;
- class CGObjectInstance;
- class CDefHandler;
- struct TerrainTile;
- struct SDL_Surface;
- struct SDL_Rect;
- class CDefEssential;
- 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
- };
- struct TerrainTileObject
- {
- const CGObjectInstance *obj;
- SDL_Rect rect;
- EMapObjectFadingType fading;
- float fadingCounter;
- std::string image;
-
- TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_)
- : obj(obj_),
- rect(rect_),
- fading(EMapObjectFadingType::NONE),
- fadingCounter(0.0f)
- {}
- };
- struct TerrainTile2
- {
- SDL_Surface * terbitmap; //bitmap of terrain
- std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
- TerrainTile2();
- };
- 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
- CDefHandler * iconsDef; // 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]
- MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, CDefHandler * iconsDef_ = nullptr)
- : scaled(false),
- topTile(topTile_),
- visibilityMap(visibilityMap_),
- drawBounds(drawBounds_),
- iconsDef(iconsDef_),
- scale(1.0f),
- otherheroAnim(false),
- anim(0u),
- heroAnim(0u),
- movement(int3()),
- puzzleMode(false),
- grailPos(int3())
- {}
- ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
- };
- template <typename T> class PseudoV
- {
- public:
- PseudoV() : offset(0) { }
- PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill) : offset(before)
- {
- inver.resize(before + rest + after);
- for(int i=0; i<before;i++)
- inver[i] = fill;
- for(int i=0;i<src.size();i++)
- inver[offset+i] = src[i];
- for(int i=src.size(); i<src.size()+after;i++)
- inver[offset+i] = fill;
- }
- 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
- {
- TERRAIN, TERRAIN_CUSTOM, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME
- };
- /// temporarily caches rescaled sdl surfaces for map world view redrawing
- class CMapCache
- {
- std::map<EMapCacheType, std::map<intptr_t, SDL_Surface *>> data;
- float worldViewCachedScale;
- public:
- /// destroys all cached data (frees surfaces)
- void discardWorldViewCache();
- /// updates scale and determines if currently cached data is still valid
- void updateWorldViewScale(float scale);
- void removeFromWorldViewCache(EMapCacheType type, intptr_t key);
- /// asks for cached data; @returns cached surface or nullptr if data is not in cache
- SDL_Surface * requestWorldViewCache(EMapCacheType type, intptr_t key);
- /// asks for cached data; @returns cached data if found, new scaled surface otherwise
- SDL_Surface * requestWorldViewCacheOrCreate(EMapCacheType type, intptr_t key, SDL_Surface * fullSurface, float scale);
- SDL_Surface * cacheWorldViewEntry(EMapCacheType type, intptr_t key, SDL_Surface * entry);
- intptr_t genKey(intptr_t realPtr, ui8 mod);
- };
- class CMapBlitter
- {
- protected:
- 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, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
- SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) 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;
- /// current tile: draws non-hero object with given image/position
- virtual void drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const;
- virtual void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
- virtual void drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, 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;
- // 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 getHeroFrameNum(ui8 dir, bool isMoving) const;
- ///returns appropriate bitmap and info if alpha blitting is necessary
- virtual std::pair<SDL_Surface *, bool> getVisBitmap() const;
- virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
- virtual bool canDrawObject(const CGObjectInstance * obj) const;
- virtual bool canDrawCurrentTile() const;
-
- public:
- CMapBlitter(CMapHandler * p) : parent(p) {}
- virtual ~CMapBlitter(){}
- void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
- };
- class CMapNormalBlitter : public CMapBlitter
- {
- protected:
- void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
- SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) 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
- {
- protected:
- void drawElement(EMapCacheType cacheType, SDL_Surface * sourceSurf, SDL_Rect * sourceRect,
- SDL_Surface * targetSurf, SDL_Rect * destRect, bool alphaBlit = false, ui8 rotationInfo = 0u) const override;
- void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
- void drawNormalObject(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect) const override;
- void drawHeroFlag(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
- void drawHero(SDL_Surface * targetSurf, SDL_Surface * sourceSurf, SDL_Rect * sourceRect, bool moving) const;
- void drawFrame(SDL_Surface * targetSurf) const override {}
- void init(const MapDrawingInfo * info) override;
- SDL_Rect clip(SDL_Surface * targetSurf) const override;
- ui8 getHeroFrameNum(ui8 dir, bool isMoving) const override { return 0u; }
- ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
- void drawScaledRotatedElement(EMapCacheType type, SDL_Surface * baseSurf, SDL_Surface * targetSurf, ui8 rotation,
- float scale, SDL_Rect * dstRect, SDL_Rect * srcRect = nullptr) const;
- 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::vector<std::pair<int3, int>> fadingObjectsCache;
- SDL_Surface * fadingOffscreenBitmapSurface;
- CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
- void updateObjectsFade();
- 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;
- //std::set<int> usedHeroes;
- std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
- std::vector<CDefEssential *> roadDefs;
- std::vector<CDefEssential *> staticRiverDefs;
- std::vector<std::vector<std::vector<ui8> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
- mutable std::map<const CGObjectInstance*, ui8> animationPhase;
- CMapHandler(); //c-tor
- ~CMapHandler(); //d-tor
- void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
- CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
- bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to ttiles, 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)
- bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
- void init();
- void calculateBlockedPos();
- void initObjectRects();
- void borderAndTerrainBitmapInit();
- void roadsRiverTerrainInit();
- void prepareFOWDefs();
- void drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info);
- void updateWater();
- void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
- static ui8 getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
- void discardWorldViewCache();
- static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
- };
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