mapHandler.h 14 KB

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  1. #pragma once
  2. #include "../lib/int3.h"
  3. #include "../lib/spells/ViewSpellInt.h"
  4. #include "gui/Geometries.h"
  5. #include "SDL.h"
  6. /*
  7. * mapHandler.h, part of VCMI engine
  8. *
  9. * Authors: listed in file AUTHORS in main folder
  10. *
  11. * License: GNU General Public License v2.0 or later
  12. * Full text of license available in license.txt file, in main folder
  13. *
  14. */
  15. class CGObjectInstance;
  16. class CGHeroInstance;
  17. class CGBoat;
  18. class CMap;
  19. struct TerrainTile;
  20. struct SDL_Surface;
  21. struct SDL_Rect;
  22. class CAnimation;
  23. class IImage;
  24. class CFadeAnimation;
  25. class PlayerColor;
  26. enum class EWorldViewIcon
  27. {
  28. TOWN = 0,
  29. HERO,
  30. ARTIFACT,
  31. TELEPORT,
  32. GATE,
  33. MINE_WOOD,
  34. MINE_MERCURY,
  35. MINE_STONE,
  36. MINE_SULFUR,
  37. MINE_CRYSTAL,
  38. MINE_GEM,
  39. MINE_GOLD,
  40. RES_WOOD,
  41. RES_MERCURY,
  42. RES_STONE,
  43. RES_SULFUR,
  44. RES_CRYSTAL,
  45. RES_GEM,
  46. RES_GOLD,
  47. };
  48. enum class EMapObjectFadingType
  49. {
  50. NONE,
  51. IN,
  52. OUT
  53. };
  54. enum class EMapAnimRedrawStatus
  55. {
  56. OK,
  57. REDRAW_REQUESTED // map blitter requests quick redraw due to current animation
  58. };
  59. struct TerrainTileObject
  60. {
  61. const CGObjectInstance *obj;
  62. SDL_Rect rect;
  63. int fadeAnimKey;
  64. TerrainTileObject(const CGObjectInstance *obj_, SDL_Rect rect_);
  65. ~TerrainTileObject();
  66. };
  67. struct TerrainTile2
  68. {
  69. std::vector<TerrainTileObject> objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
  70. };
  71. struct MapDrawingInfo
  72. {
  73. bool scaled;
  74. int3 &topTile; // top-left tile in viewport [in tiles]
  75. const std::vector< std::vector< std::vector<ui8> > > * visibilityMap;
  76. SDL_Rect * drawBounds; // map rect drawing bounds on screen
  77. std::shared_ptr<CAnimation> icons; // holds overlay icons for world view mode
  78. float scale; // map scale for world view mode (only if scaled == true)
  79. bool otherheroAnim;
  80. ui8 anim;
  81. ui8 heroAnim;
  82. int3 movement; // used for smooth map movement
  83. bool puzzleMode;
  84. int3 grailPos; // location of grail for puzzle mode [in tiles]
  85. const std::vector<ObjectPosInfo> * additionalIcons;
  86. bool showAllTerrain; //for expert viewEarth
  87. MapDrawingInfo(int3 &topTile_, const std::vector< std::vector< std::vector<ui8> > > * visibilityMap_, SDL_Rect * drawBounds_, std::shared_ptr<CAnimation> icons_ = nullptr)
  88. : scaled(false),
  89. topTile(topTile_),
  90. visibilityMap(visibilityMap_),
  91. drawBounds(drawBounds_),
  92. icons(icons_),
  93. scale(1.0f),
  94. otherheroAnim(false),
  95. anim(0u),
  96. heroAnim(0u),
  97. movement(int3()),
  98. puzzleMode(false),
  99. grailPos(int3()),
  100. additionalIcons(nullptr),
  101. showAllTerrain(false)
  102. {}
  103. ui8 getHeroAnim() const { return otherheroAnim ? anim : heroAnim; }
  104. };
  105. template <typename T> class PseudoV
  106. {
  107. public:
  108. PseudoV() : offset(0) { }
  109. inline T & operator[](const int & n)
  110. {
  111. return inver[n+offset];
  112. }
  113. inline const T & operator[](const int & n) const
  114. {
  115. return inver[n+offset];
  116. }
  117. void resize(int rest, int before, int after)
  118. {
  119. inver.resize(before + rest + after);
  120. offset=before;
  121. }
  122. int size() const
  123. {
  124. return inver.size();
  125. }
  126. private:
  127. int offset;
  128. std::vector<T> inver;
  129. };
  130. class CMapHandler
  131. {
  132. enum class EMapCacheType : ui8
  133. {
  134. TERRAIN, OBJECTS, ROADS, RIVERS, FOW, HEROES, HERO_FLAGS, FRAME, AFTER_LAST
  135. };
  136. /// temporarily caches rescaled frames for map world view redrawing
  137. class CMapCache
  138. {
  139. std::array< std::map<intptr_t, std::unique_ptr<IImage>>, (ui8)EMapCacheType::AFTER_LAST> data;
  140. float worldViewCachedScale;
  141. public:
  142. /// destroys all cached data (frees surfaces)
  143. void discardWorldViewCache();
  144. /// updates scale and determines if currently cached data is still valid
  145. void updateWorldViewScale(float scale);
  146. /// asks for cached data; @returns cached data if found, new scaled surface otherwise, may return nullptr in case of scaling error
  147. IImage * requestWorldViewCacheOrCreate(EMapCacheType type, const IImage * fullSurface);
  148. };
  149. /// helper struct to pass around resolved bitmaps of an object; images can be nullptr if object doesn't have bitmap of that type
  150. struct AnimBitmapHolder
  151. {
  152. IImage * objBitmap; // main object bitmap
  153. IImage * flagBitmap; // flag bitmap for the object (probably only for heroes and boats with heroes)
  154. bool isMoving; // indicates if the object is moving (again, heroes/boats only)
  155. AnimBitmapHolder(IImage * objBitmap_ = nullptr, IImage * flagBitmap_ = nullptr, bool moving = false)
  156. : objBitmap(objBitmap_),
  157. flagBitmap(flagBitmap_),
  158. isMoving(moving)
  159. {}
  160. };
  161. class CMapBlitter
  162. {
  163. protected:
  164. const int FRAMES_PER_MOVE_ANIM_GROUP = 8;
  165. CMapHandler * parent; // ptr to enclosing map handler; generally for legacy reasons, probably could/should be refactored out of here
  166. int tileSize; // size of a tile drawn on map [in pixels]
  167. int halfTileSizeCeil; // half of the tile size, rounded up
  168. int3 tileCount; // number of tiles in current viewport
  169. int3 topTile; // top-left tile of the viewport
  170. int3 initPos; // starting drawing position [in pixels]
  171. int3 pos; // current position [in tiles]
  172. int3 realPos; // current position [in pixels]
  173. Rect realTileRect; // default rect based on current pos: [realPos.x, realPos.y, tileSize, tileSize]
  174. Rect defaultTileRect; // default rect based on 0: [0, 0, tileSize, tileSize]
  175. const MapDrawingInfo * info; // data for drawing passed from outside
  176. /// general drawing method, called internally by more specialized ones
  177. virtual void drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const = 0;
  178. // first drawing pass
  179. /// draws terrain bitmap (or custom bitmap if applicable) on current tile
  180. virtual void drawTileTerrain(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile2 & tile) const;
  181. /// draws a river segment on current tile
  182. virtual void drawRiver(SDL_Surface * targetSurf, const TerrainTile & tinfo) const;
  183. /// draws a road segment on current tile
  184. virtual void drawRoad(SDL_Surface * targetSurf, const TerrainTile & tinfo, const TerrainTile * tinfoUpper) const;
  185. /// draws all objects on current tile (higher-level logic, unlike other draw*** methods)
  186. virtual void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const;
  187. virtual void drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const;
  188. virtual void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const;
  189. // second drawing pass
  190. /// current tile: draws overlay over the map, used to draw world view icons
  191. virtual void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const = 0;
  192. /// draws fog of war on current tile
  193. virtual void drawFow(SDL_Surface * targetSurf) const;
  194. /// draws map border frame on current position
  195. virtual void drawFrame(SDL_Surface * targetSurf) const;
  196. /// draws additional icons (for VIEW_AIR, VIEW_EARTH spells atm)
  197. virtual void drawOverlayEx(SDL_Surface * targetSurf);
  198. // third drawing pass
  199. /// custom post-processing, if needed (used by puzzle view)
  200. virtual void postProcessing(SDL_Surface * targetSurf) const {}
  201. // misc methods
  202. /// initializes frame-drawing (called at the start of every redraw)
  203. virtual void init(const MapDrawingInfo * drawingInfo) = 0;
  204. /// calculates clip region for map viewport
  205. virtual SDL_Rect clip(SDL_Surface * targetSurf) const = 0;
  206. virtual ui8 getHeroFrameGroup(ui8 dir, bool isMoving) const;
  207. virtual ui8 getPhaseShift(const CGObjectInstance *object) const;
  208. virtual bool canDrawObject(const CGObjectInstance * obj) const;
  209. virtual bool canDrawCurrentTile() const;
  210. // internal helper methods to choose correct bitmap(s) for object; called internally by findObjectBitmap
  211. AnimBitmapHolder findHeroBitmap(const CGHeroInstance * hero, int anim) const;
  212. AnimBitmapHolder findBoatBitmap(const CGBoat * hero, int anim) const;
  213. IImage * findFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  214. IImage * findHeroFlagBitmap(const CGHeroInstance * obj, int anim, const PlayerColor * color, int group) const;
  215. IImage * findBoatFlagBitmap(const CGBoat * obj, int anim, const PlayerColor * color, int group, ui8 dir) const;
  216. IImage * findFlagBitmapInternal(std::shared_ptr<CAnimation> animation, int anim, int group, ui8 dir, bool moving) const;
  217. public:
  218. CMapBlitter(CMapHandler * p) : parent(p) {}
  219. virtual ~CMapBlitter(){}
  220. void blit(SDL_Surface * targetSurf, const MapDrawingInfo * info);
  221. /// helper method that chooses correct bitmap(s) for given object
  222. AnimBitmapHolder findObjectBitmap(const CGObjectInstance * obj, int anim) const;
  223. };
  224. class CMapNormalBlitter : public CMapBlitter
  225. {
  226. protected:
  227. void drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
  228. void drawTileOverlay(SDL_Surface * targetSurf,const TerrainTile2 & tile) const override {}
  229. void init(const MapDrawingInfo * info) override;
  230. SDL_Rect clip(SDL_Surface * targetSurf) const override;
  231. public:
  232. CMapNormalBlitter(CMapHandler * parent);
  233. virtual ~CMapNormalBlitter(){}
  234. };
  235. class CMapWorldViewBlitter : public CMapBlitter
  236. {
  237. private:
  238. IImage * objectToIcon(Obj id, si32 subId, PlayerColor owner) const;
  239. protected:
  240. void drawElement(EMapCacheType cacheType, const IImage * source, SDL_Rect * sourceRect, SDL_Surface * targetSurf, SDL_Rect * destRect) const override;
  241. void drawTileOverlay(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  242. void drawHeroFlag(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, SDL_Rect * destRect, bool moving) const override;
  243. void drawObject(SDL_Surface * targetSurf, const IImage * source, SDL_Rect * sourceRect, bool moving) const override;
  244. void drawFrame(SDL_Surface * targetSurf) const override {}
  245. void drawOverlayEx(SDL_Surface * targetSurf) override;
  246. void init(const MapDrawingInfo * info) override;
  247. SDL_Rect clip(SDL_Surface * targetSurf) const override;
  248. ui8 getPhaseShift(const CGObjectInstance *object) const override { return 0u; }
  249. void calculateWorldViewCameraPos();
  250. public:
  251. CMapWorldViewBlitter(CMapHandler * parent);
  252. virtual ~CMapWorldViewBlitter(){}
  253. };
  254. class CMapPuzzleViewBlitter : public CMapNormalBlitter
  255. {
  256. std::vector<int> unblittableObjects;
  257. void drawObjects(SDL_Surface * targetSurf, const TerrainTile2 & tile) const override;
  258. void drawFow(SDL_Surface * targetSurf) const override {} // skipping FoW in puzzle view
  259. void postProcessing(SDL_Surface * targetSurf) const override;
  260. bool canDrawObject(const CGObjectInstance * obj) const override;
  261. bool canDrawCurrentTile() const override { return true; }
  262. public:
  263. CMapPuzzleViewBlitter(CMapHandler * parent);
  264. };
  265. CMapCache cache;
  266. CMapBlitter * normalBlitter;
  267. CMapBlitter * worldViewBlitter;
  268. CMapBlitter * puzzleViewBlitter;
  269. std::map<int, std::pair<int3, CFadeAnimation*>> fadeAnims;
  270. int fadeAnimCounter;
  271. CMapBlitter * resolveBlitter(const MapDrawingInfo * info) const;
  272. bool updateObjectsFade();
  273. bool startObjectFade(TerrainTileObject & obj, bool in, int3 pos);
  274. void initObjectRects();
  275. void initBorderGraphics();
  276. void initTerrainGraphics();
  277. void prepareFOWDefs();
  278. public:
  279. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  280. int3 sizes; //map size (x = width, y = height, z = number of levels)
  281. const CMap * map;
  282. // Max number of tiles that will fit in the map screen. Tiles
  283. // can be partial on each edges.
  284. int tilesW;
  285. int tilesH;
  286. // size of each side of the frame around the whole map, in tiles
  287. int frameH;
  288. int frameW;
  289. // Coord in pixels of the top left corner of the top left tile to
  290. // draw. Values range is [-31..0]. A negative value
  291. // implies that part of the tile won't be displayed.
  292. int offsetX;
  293. int offsetY;
  294. //terrain graphics
  295. typedef std::vector<std::array<std::unique_ptr<CAnimation>, 4>> TFlippedAnimations; //[type, rotation]
  296. typedef std::vector<std::vector<std::array<IImage *, 4>>> TFlippedCache;//[type, view type, rotation]
  297. TFlippedAnimations terrainAnimations;//[terrain type, rotation]
  298. TFlippedCache terrainImages;//[terrain type, view type, rotation]
  299. TFlippedAnimations roadAnimations;//[road type, rotation]
  300. TFlippedCache roadImages;//[road type, view type, rotation]
  301. TFlippedAnimations riverAnimations;//[river type, rotation]
  302. TFlippedCache riverImages;//[river type, view type, rotation]
  303. //Fog of War cache (not owned)
  304. std::vector<const IImage *> FoWfullHide;
  305. std::vector<std::vector<std::vector<ui8> > > hideBitmap; //frame indexes (in FoWfullHide) of graphic that should be used to fully hide a tile
  306. std::vector<const IImage *> FoWpartialHide;
  307. //edge graphics
  308. std::unique_ptr<CAnimation> egdeAnimation;
  309. std::vector<const IImage *> egdeImages;//cache of links to egdeAnimation (for faster access)
  310. PseudoV< PseudoV< PseudoV <ui8> > > edgeFrames; //frame indexes (in egdeImages) of tile outside of map
  311. mutable std::map<const CGObjectInstance*, ui8> animationPhase;
  312. CMapHandler(); //c-tor
  313. ~CMapHandler(); //d-tor
  314. void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
  315. bool printObject(const CGObjectInstance * obj, bool fadein = false); //puts appropriate things to tiles, so obj will be visible on map
  316. 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)
  317. void init();
  318. EMapAnimRedrawStatus drawTerrainRectNew(SDL_Surface * targetSurface, const MapDrawingInfo * info, bool redrawOnlyAnim = false);
  319. void updateWater();
  320. /// determines if the map is ready to handle new hero movement (not available during fading animations)
  321. bool canStartHeroMovement();
  322. void discardWorldViewCache();
  323. static bool compareObjectBlitOrder(const CGObjectInstance * a, const CGObjectInstance * b);
  324. };