/*
* The Mana World
* Copyright (C) 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* This program is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*/
#ifndef _TMW_MAP_H_
#define _TMW_MAP_H_
#include <list>
#include <vector>
#include "position.h"
#include "properties.h"
#include "simpleanimation.h"
class AmbientOverlay;
class Graphics;
class Image;
class MapLayer;
class Particle;
class Sprite;
class Tileset;
typedef std::vector<Tileset*> Tilesets;
typedef std::list<Sprite*> Sprites;
typedef Sprites::iterator SpriteIterator;
typedef std::vector<MapLayer*> Layers;
/**
* A meta tile stores additional information about a location on a tile map.
* This is information that doesn't need to be repeated for each tile in each
* layer of the map.
*/
struct MetaTile
{
/**
* Constructor.
*/
MetaTile():whichList(0) {};
// Pathfinding members
int Fcost; /**< Estimation of total path cost */
int Gcost; /**< Cost from start to this location */
int Hcost; /**< Estimated cost to goal */
int whichList; /**< No list, open list or closed list */
int parentX; /**< X coordinate of parent tile */
int parentY; /**< Y coordinate of parent tile */
bool walkable; /**< Can beings walk on this tile */
};
/**
* Animation cycle of a tile image which changes the map accordingly.
*/
class TileAnimation
{
public:
TileAnimation(Animation *ani);
void update();
void addAffectedTile(MapLayer *layer, int index)
{ mAffected.push_back(std::make_pair(layer, index)); }
private:
std::list<std::pair<MapLayer*, int> > mAffected;
SimpleAnimation mAnimation;
Image* mLastImage;
};
/**
* A map layer. Stores a grid of tiles and their offset, and implements layer
* rendering.
*/
class MapLayer
{
public:
/**
* Constructor, taking layer origin, size and whether this layer is the
* fringe layer. The fringe layer is the layer that draws the sprites.
* There can be only one fringe layer per map.
*/
MapLayer(int x, int y, int width, int height, bool isFringeLayer);
/**
* Destructor.
*/
~MapLayer();
/**
* Set tile image, with x and y in layer coordinates.
*/
void setTile(int x, int y, Image *img);
/**
* Set tile image with x + y * width already known.
*/
void setTile(int index, Image *img) { mTiles[index] = img; }
/**
* Get tile image, with x and y in layer coordinates.
*/
Image *getTile(int x, int y) const;
/**
* Draws this layer to the given graphics context. The coordinates are
* expected to be in map range and will be translated to local layer
* coordinates and clipped to the layer's dimensions.
*
* The given sprites are only drawn when this layer is the fringe
* layer.
*/
void draw(Graphics *graphics,
int startX, int startY,
int endX, int endY,
int scrollX, int scrollY,
const Sprites &sprites) const;
private:
int mX, mY;
int mWidth, mHeight;
bool mIsFringeLayer; /**< Whether the sprites are drawn. */
Image **mTiles;
};
/**
* A tile map.
*/
class Map : public Properties
{
public:
/**
* Constructor, taking map and tile size as parameters.
*/
Map(int width, int height, int tileWidth, int tileHeight);
/**
* Destructor.
*/
~Map();
/**
* Initialize map overlays. Should be called after all the properties
* are set.
*/
void initializeOverlays();
/**
* Updates animations. Called every game tick.
*/
void update();
/**
* Draws the map to the given graphics output. This method draws all
* layers, sprites and overlay effects.
*
* TODO: For efficiency reasons, this method could take into account
* the clipping rectangle set on the Graphics object. However,
* currently the map is always drawn full-screen.
*/
void draw(Graphics *graphics, int scrollX, int scrollY);
/**
* Adds a layer to this map. The map takes ownership of the layer.
*/
void addLayer(MapLayer *layer);
/**
* Adds a tileset to this map. The map takes ownership of the tileset.
*/
void addTileset(Tileset *tileset);
/**
* Finds the tile set that a tile with the given global id is part of.
*/
Tileset* getTilesetWithGid(int gid) const;
/**
* Get tile reference.
*/
MetaTile *getMetaTile(int x, int y);
/**
* Set walkability flag for a tile.
*/
void setWalk(int x, int y, bool walkable);
/**
* Tell if a tile collides, not including a check on beings.
*/
bool tileCollides(int x, int y) const;
/**
* Returns the width of this map.
*/
int getWidth() const { return mWidth; }
/**
* Returns the height of this map.
*/
int getHeight() const { return mHeight; }
/**
* Returns the tile width of this map.
*/
int getTileWidth() const { return mTileWidth; }
/**
* Returns the tile height used by this map.
*/
int getTileHeight() const { return mTileHeight; }
/**
* Find a path from one location to the next.
*/
Path findPath(int startX, int startY, int destX, int destY);
/**
* Adds a sprite to the map.
*/
SpriteIterator addSprite(Sprite *sprite);
/**
* Removes a sprite from the map.
*/
void removeSprite(SpriteIterator iterator);
/**
* Adds a particle effect
*/
void addParticleEffect(const std::string &effectFile, int x, int y);
/**
* Initializes all added particle effects
*/
void initializeParticleEffects(Particle* particleEngine);
/**
* Adds a tile animation to the map
*/
void addAnimation(int gid, TileAnimation *animation)
{ mTileAnimations[gid] = animation; }
/**
* Gets the tile animation for a specific gid
*/
TileAnimation *getAnimationForGid(int gid);
private:
/**
* Draws the overlay graphic to the given graphics output.
*/
void drawOverlay(Graphics *graphics, float scrollX, float scrollY,
int detail);
/**
* Tells whether a tile is occupied by a being.
*/
bool occupied(int x, int y) const;
/**
* Tells whether the given coordinates fall within the map boundaries.
*/
bool contains(int x, int y) const;
int mWidth, mHeight;
int mTileWidth, mTileHeight;
int mMaxTileHeight;
MetaTile *mMetaTiles;
Layers mLayers;
Tilesets mTilesets;
Sprites mSprites;
// Pathfinding members
int mOnClosedList, mOnOpenList;
// Overlay data
std::list<AmbientOverlay*> mOverlays;
float mLastScrollX;
float mLastScrollY;
// Particle effect data
struct ParticleEffectData
{
std::string file;
int x;
int y;
};
std::list<ParticleEffectData> particleEffects;
std::map<int, TileAnimation*> mTileAnimations;
};
#endif