1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
|
/*
* 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 MAP_H
#define MAP_H
#include <list>
#include <vector>
#include "position.h"
#include "properties.h"
class Animation;
class AmbientLayer;
class Graphics;
class Image;
class MapLayer;
class Particle;
class SimpleAnimation;
class Sprite;
class Tileset;
typedef std::vector<Tileset*> Tilesets;
typedef std::list<Sprite*> MapSprites;
typedef MapSprites::iterator MapSprite;
typedef std::vector<MapLayer*> Layers;
extern const int DEFAULT_TILE_SIDE_LENGTH;
/**
* 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), blockmask(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 */
unsigned char blockmask; /**< Blocking properties of this tile */
};
/**
* Animation cycle of a tile image which changes the map accordingly.
*/
class TileAnimation
{
public:
TileAnimation(Animation *ani);
~TileAnimation();
void update(int ticks = 1);
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 MapSprites &sprites,
int mDebugFlags) 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:
enum BlockType
{
BLOCKTYPE_NONE = -1,
BLOCKTYPE_WALL,
BLOCKTYPE_CHARACTER,
BLOCKTYPE_MONSTER,
NB_BLOCKTYPES
};
enum BlockMask
{
BLOCKMASK_WALL = 0x80, // = bin 1000 0000
BLOCKMASK_CHARACTER = 0x01, // = bin 0000 0001
BLOCKMASK_MONSTER = 0x02 // = bin 0000 0010
};
enum DebugType
{
MAP_NORMAL = 0,
MAP_DEBUG = 1,
MAP_SPECIAL = 2
};
/**
* Constructor, taking map and tile size as parameters.
*/
Map(int width, int height, int tileWidth, int tileHeight);
/**
* Destructor.
*/
~Map();
/**
* Initialize ambient layers. Has to be called after all the properties
* are set.
*/
void initializeAmbientLayers();
/**
* Updates animations. Called as needed.
*/
void update(int ticks = 1);
/**
* 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);
/**
* Visualizes collision layer for debugging
*/
void drawCollision(Graphics *graphics, int scrollX, int scrollY,
int debugFlags);
/**
* 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) const;
/**
* Marks a tile as occupied.
*/
void blockTile(int x, int y, BlockType type);
/**
* Gets walkability for a tile with a blocking bitmask. When called
* without walkmask, only blocks against colliding tiles.
*/
bool getWalk(int x, int y,
unsigned char walkmask = BLOCKMASK_WALL) const;
/**
* Tells whether a tile is occupied by a being.
*/
bool occupied(int x, int y) const;
/**
* Returns the width of this map in tiles.
*/
int getWidth() const { return mWidth; }
/**
* Returns the height of this map in tiles.
*/
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; }
const std::string &getMusicFile() const;
const std::string &getName() const;
/**
* Find a path from one location to the next.
*/
Path findPath(int startX, int startY, int destX, int destY,
unsigned char walkmask, int maxCost = 20);
/**
* Adds a sprite to the map.
*/
MapSprite addSprite(Sprite *sprite);
/**
* Removes a sprite from the map.
*/
void removeSprite(MapSprite 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; }
void setDebugFlags(int n) {mDebugFlags = n;}
int getDebugFlags() {return mDebugFlags;}
/**
* Gets the tile animation for a specific gid
*/
TileAnimation *getAnimationForGid(int gid) const;
private:
enum LayerType
{
FOREGROUND_LAYERS,
BACKGROUND_LAYERS
};
/**
* Updates scrolling of ambient layers. Has to be called each game tick.
*/
void updateAmbientLayers(float scrollX, float scrollY);
/**
* Draws the foreground or background layers to the given graphics output.
*/
void drawAmbientLayers(Graphics *graphics, LayerType type, float scrollX, float scrollY,
int detail);
/**
* Tells whether the given coordinates fall within the map boundaries.
*/
bool contains(int x, int y) const;
/**
* Blockmasks for different entities
*/
int *mOccupation[NB_BLOCKTYPES];
int mWidth, mHeight;
int mTileWidth, mTileHeight;
int mMaxTileHeight;
MetaTile *mMetaTiles;
Layers mLayers;
Tilesets mTilesets;
MapSprites mSprites;
// debug flags
int mDebugFlags;
// Pathfinding members
int mOnClosedList, mOnOpenList;
// Overlay data
std::list<AmbientLayer*> mBackgrounds;
std::list<AmbientLayer*> mForegrounds;
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
|