mapHandler.h 4.4 KB

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  1. #ifndef __MAPHANDLER_H__
  2. #define __MAPHANDLER_H__
  3. #include "../global.h"
  4. #include <list>
  5. #include <set>
  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. struct Mapa;
  18. class CGDefInfo;
  19. class CGObjectInstance;
  20. class CDefHandler;
  21. struct TerrainTile;
  22. struct SDL_Surface;
  23. struct SDL_Rect;
  24. class CDefEssential;
  25. struct TerrainTile2
  26. {
  27. SDL_Surface * terbitmap; //bitmap of terrain
  28. std::vector < std::pair<const CGObjectInstance*,SDL_Rect> > objects; //pointers to objects being on this tile with rects to be easier to blit this tile on screen
  29. TerrainTile2();
  30. };
  31. template <typename T> class PseudoV
  32. {
  33. public:
  34. int offset;
  35. std::vector<T> inver;
  36. PseudoV(){};
  37. PseudoV(std::vector<T> &src, int rest, int before, int after, const T& fill)
  38. {
  39. inver.resize(before + rest + after);
  40. offset=before;
  41. for(int i=0; i<before;i++)
  42. inver[i] = fill;
  43. for(int i=0;i<src.size();i++)
  44. inver[offset+i] = src[i];
  45. for(int i=src.size(); i<src.size()+after;i++)
  46. inver[offset+i] = fill;
  47. }
  48. inline T & operator[](const int & n)
  49. {
  50. return inver[n+offset];
  51. }
  52. inline const T & operator[](const int & n) const
  53. {
  54. return inver[n+offset];
  55. }
  56. void resize(int rest, int before, int after)
  57. {
  58. inver.resize(before + rest + after);
  59. offset=before;
  60. }
  61. int size() const
  62. {
  63. return inver.size();
  64. }
  65. };
  66. class CMapHandler
  67. {
  68. public:
  69. PseudoV< PseudoV< PseudoV<TerrainTile2> > > ttiles; //informations about map tiles
  70. int3 sizes; //map size (x = width, y = height, z = number of levels)
  71. const Mapa * map;
  72. // Max number of tiles that will fit in the map screen. Tiles
  73. // can be partial on each edges.
  74. int tilesW;
  75. int tilesH;
  76. // size of each side of the frame around the whole map, in tiles
  77. int frameH;
  78. int frameW;
  79. // Coord in pixels of the top left corner of the top left tile to
  80. // draw. Values range is [-31..0]. A negative value
  81. // implies that part of the tile won't be displayed.
  82. int offsetX;
  83. int offsetY;
  84. //std::set<int> usedHeroes;
  85. std::vector<std::vector<SDL_Surface *> > terrainGraphics; // [terrain id] [view type] [rotation type]
  86. std::vector<CDefEssential *> roadDefs;
  87. std::vector<CDefEssential *> staticRiverDefs;
  88. std::vector<std::vector<std::vector<unsigned char> > > hideBitmap; //specifies number of graphic that should be used to fully hide a tile
  89. CMapHandler(); //c-tor
  90. ~CMapHandler(); //d-tor
  91. std::pair<SDL_Surface *, bool> getVisBitmap(const int3 & pos, const std::vector< std::vector< std::vector<unsigned char> > > & visibilityMap) const; //returns appropriate bitmap and info if alpha blitting is necessary
  92. std::vector< std::string > getObjDescriptions(int3 pos); //returns desriptions of objects blocking given position
  93. void getTerrainDescr(const int3 &pos, std::string & out, bool terName); //if tername == false => empty string when tile is clear
  94. CGObjectInstance * createObject(int id, int subid, int3 pos, int owner=254); //creates a new object with a certain id and subid
  95. bool printObject(const CGObjectInstance * obj); //puts appropriate things to ttiles, so obj will be visible on map
  96. bool hideObject(const CGObjectInstance * obj); //removes appropriate things from ttiles, so obj will be no longer visible on map (but still will exist)
  97. bool removeObject(CGObjectInstance * obj); //removes object from each place in VCMI (I hope)
  98. void initHeroDef(const CGHeroInstance * h);
  99. void init();
  100. void calculateBlockedPos();
  101. void initObjectRects();
  102. void borderAndTerrainBitmapInit();
  103. void roadsRiverTerrainInit();
  104. void prepareFOWDefs();
  105. void terrainRect(int3 top_tile, unsigned char anim, const std::vector< std::vector< std::vector<unsigned char> > > * visibilityMap, bool otherHeroAnim, unsigned char heroAnim, SDL_Surface * extSurf, const SDL_Rect * extRect, int moveX, int moveY, bool puzzleMode, int3 grailPosRel) const;
  106. void updateWater();
  107. unsigned char getHeroFrameNum(unsigned char dir, bool isMoving) const; //terrainRect helper function
  108. void validateRectTerr(SDL_Rect * val, const SDL_Rect * ext); //terrainRect helper
  109. static unsigned char getDir(const int3 & a, const int3 & b); //returns direction number in range 0 - 7 (0 is left top, clockwise) [direction: form a to b]
  110. };
  111. #endif // __MAPHANDLER_H__