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/*
* The ManaPlus Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 The Mana Developers
* Copyright (C) 2011-2012 The ManaPlus Developers
*
* This file is part of The ManaPlus Client.
*
* 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, see <http://www.gnu.org/licenses/>.
*/
#ifndef MAP_H
#define MAP_H
#include "actor.h"
#include "configlistener.h"
#include "position.h"
#include "properties.h"
#include <string>
#include <vector>
class Animation;
class AmbientLayer;
class MapLayer;
class Particle;
class SimpleAnimation;
class Tileset;
class SpecialLayer;
class MapItem;
class ObjectsLayer;
typedef std::vector<Tileset*> Tilesets;
typedef std::vector<MapLayer*> Layers;
typedef Layers::const_iterator LayersCIter;
typedef std::vector<std::pair<MapLayer*, int> > TilePairVector;
typedef TilePairVector::const_iterator TilePairVectorCIter;
typedef std::vector<AmbientLayer*> AmbientLayerVector;
typedef AmbientLayerVector::const_iterator AmbientLayerVectorCIter;
/**
* 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 final
{
/**
* Constructor.
*/
MetaTile() : Fcost(0), Gcost(0), Hcost(0), whichList(0),
parentX(0), parentY(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 */
unsigned 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 final
{
public:
TileAnimation(Animation *const ani);
~TileAnimation();
bool update(const int ticks = 1);
void addAffectedTile(MapLayer *const layer, const int index)
{ mAffected.push_back(std::make_pair(layer, index)); }
private:
TilePairVector mAffected;
SimpleAnimation *mAnimation;
Image *mLastImage;
};
typedef std::map<int, TileAnimation*> TileAnimationMap;
typedef TileAnimationMap::const_iterator TileAnimationMapCIter;
/**
* A tile map.
*/
class Map final : public Properties, public ConfigListener
{
public:
enum BlockType
{
BLOCKTYPE_NONE = -1,
BLOCKTYPE_WALL,
BLOCKTYPE_CHARACTER,
BLOCKTYPE_MONSTER,
BLOCKTYPE_AIR,
BLOCKTYPE_WATER,
BLOCKTYPE_GROUND,
BLOCKTYPE_GROUNDTOP,
NB_BLOCKTYPES
};
enum CollisionTypes
{
COLLISION_EMPTY = 0, // no collision
COLLISION_WALL = 1, // full collison
COLLISION_AIR = 2, // air units can walk
COLLISION_WATER = 3, // water units can walk
COLLISION_GROUNDTOP = 4, // no collision (chair, bed, etc)
COLLISION_MAX = 5 // count index
};
enum BlockMask
{
BLOCKMASK_WALL = 0x80, // 1000 0000
BLOCKMASK_CHARACTER = 0x01, // 0000 0001
BLOCKMASK_MONSTER = 0x02, // 0000 0010
BLOCKMASK_AIR = 0x04, // 0000 0100
BLOCKMASK_WATER = 0x08, // 0000 1000
BLOCKMASK_GROUND = 0x16, // 0001 0000
BLOCKMASK_GROUNDTOP = 0x32 // 0010 0000
};
enum DebugType
{
MAP_NORMAL = 0,
MAP_DEBUG = 1,
MAP_SPECIAL = 2,
MAP_SPECIAL2 = 3,
MAP_SPECIAL3 = 4,
MAP_BLACKWHITE = 5
};
/**
* Constructor, taking map and tile size as parameters.
*/
Map(const int width, const int height,
const int tileWidth, const 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(const int ticks = 1);
/**
* Draws the map to the given graphics output. This method draws all
* layers, actors 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 *const graphics,
const int scrollX, const int scrollY,
const int debugFlags) const;
/**
* Adds a layer to this map. The map takes ownership of the layer.
*/
void addLayer(MapLayer *const layer);
/**
* Adds a tileset to this map. The map takes ownership of the tileset.
*/
void addTileset(Tileset *const tileset);
/**
* Finds the tile set that a tile with the given global id is part of.
*/
Tileset *getTilesetWithGid(const int gid) const;
/**
* Get tile reference.
*/
MetaTile *getMetaTile(const int x, const int y) const;
/**
* Marks a tile as occupied.
*/
void blockTile(const int x, const int y, const BlockType type);
/**
* Gets walkability for a tile with a blocking bitmask. When called
* without walkmask, only blocks against colliding tiles.
*/
bool getWalk(const int x, const int y,
const unsigned char walkmask = BLOCKMASK_WALL
| BLOCKMASK_AIR | BLOCKMASK_WATER) const;
void setWalk(const int x, const int y, const bool walkable);
/**
* Tells whether a tile is occupied by a being.
*/
// bool occupied(const int x, const 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;
/**
* Gives the map id based on filepath (ex: 009-1)
*/
const std::string getFilename() const;
/**
* Check the current position against surrounding blocking tiles, and
* correct the position offset within tile when needed.
*/
Position checkNodeOffsets(int radius, const unsigned char walkMask,
const Position &position) const;
Position checkNodeOffsets(const int radius,
const unsigned char walkMask,
const int x, const int y) const
{ return checkNodeOffsets(radius, walkMask, Position(x, y)); }
/**
* Find a pixel path from one location to the next.
*/
Path findPixelPath(const int startPixelX, const int startPixelY,
const int destPixelX, const int destPixelY,
const int radius, const unsigned char walkmask,
const int maxCost = 20);
/**
* Find a path from one location to the next.
*/
Path findPath(const int startX, const int startY,
const int destX, const int destY,
const unsigned char walkmask, const int maxCost = 20);
/**
* Adds a particle effect
*/
void addParticleEffect(const std::string &effectFile,
const int x, const int y,
const int w = 0, const int h = 0);
/**
* Initializes all added particle effects
*/
void initializeParticleEffects(Particle *const particleEngine);
/**
* Adds a tile animation to the map
*/
void addAnimation(const int gid, TileAnimation *const animation)
{ mTileAnimations[gid] = animation; }
void setDebugFlags(const int n)
{ mDebugFlags = n; }
int getDebugFlags() const
{ return mDebugFlags; }
void addExtraLayer();
void saveExtraLayer() const;
SpecialLayer *getTempLayer() const
{ return mTempLayer; }
SpecialLayer *getSpecialLayer() const
{ return mSpecialLayer; }
void setHasWarps(const bool n)
{ mHasWarps = n; }
bool getHasWarps() const
{ return mHasWarps; }
std::string getUserMapDirectory() const;
void addPortal(const std::string &name, const int type,
const int x, const int y, const int dx, const int dy);
void addRange(const std::string &name, const int type,
const int x, const int y, const int dx, const int dy);
void addPortalTile(const std::string &name, const int type,
const int x, const int y);
void updatePortalTile(const std::string &name, const int type,
const int x, const int y,
const bool addNew = true);
std::vector<MapItem*> &getPortals()
{ return mMapPortals; }
/**
* Gets the tile animation for a specific gid
*/
TileAnimation *getAnimationForGid(const int gid) const;
void optionChanged(const std::string &value);
MapItem *findPortalXY(const int x, const int y) const;
int getActorsCount() const
{ return static_cast<int>(mActors.size()); }
void setPvpMode(const int mode);
ObjectsLayer* getObjectsLayer() const
{ return mObjects; }
std::string getObjectData(const unsigned x, const unsigned y,
const int type) const;
void indexTilesets();
void clearIndexedTilesets();
void setActorsFix(const int x, const int y)
{ mActorFixX = x; mActorFixY = y; }
int getVersion() const
{ return mVersion; }
void setVersion(const int n)
{ mVersion = n; }
void reduce();
void redrawMap();
bool empty() const
{ return mLayers.empty(); }
void setCustom(const bool b)
{ mCustom = b; }
bool isCustom() const
{ return mCustom; }
std::map<int, TileAnimation*> &getTileAnimations()
{ return mTileAnimations; }
protected:
friend class Actor;
friend class Minimap;
/**
* Adds an actor to the map.
*/
Actors::iterator addActor(Actor *actor);
/**
* Removes an actor from the map.
*/
void removeActor(const Actors::iterator iterator);
private:
enum LayerType
{
FOREGROUND_LAYERS = 0,
BACKGROUND_LAYERS
};
/**
* Updates scrolling of ambient layers. Has to be called each game tick.
*/
void updateAmbientLayers(const float scrollX, const float scrollY);
/**
* Draws the foreground or background layers to the given graphics output.
*/
void drawAmbientLayers(Graphics *const graphics, const LayerType type,
const int detail);
/**
* Tells whether the given coordinates fall within the map boundaries.
*/
bool contains(const int x, const int y) const;
/**
* Blockmasks for different entities
*/
unsigned *mOccupation[NB_BLOCKTYPES];
int mWidth, mHeight;
int mTileWidth, mTileHeight;
int mMaxTileHeight;
MetaTile *mMetaTiles;
Layers mLayers;
Tilesets mTilesets;
Actors mActors;
bool mHasWarps;
// debug flags
int mDebugFlags;
// Pathfinding members
unsigned mOnClosedList, mOnOpenList;
// Overlay data
AmbientLayerVector mBackgrounds;
AmbientLayerVector mForegrounds;
float mLastAScrollX;
float mLastAScrollY;
// bool mSpritesUpdated;
// Particle effect data
struct ParticleEffectData
{
std::string file;
int x;
int y;
int w;
int h;
};
std::vector<ParticleEffectData> particleEffects;
std::vector<MapItem*> mMapPortals;
std::map<int, TileAnimation*> mTileAnimations;
int mOverlayDetail;
float mOpacity;
int mOpenGL;
int mPvp;
bool mTilesetsIndexed;
Tileset** mIndexedTilesets;
int mIndexedTilesetsSize;
int mActorFixX;
int mActorFixY;
int mVersion;
SpecialLayer *mSpecialLayer;
SpecialLayer *mTempLayer;
ObjectsLayer *mObjects;
MapLayer *mFringeLayer;
int mLastX;
int mLastY;
int mLastScrollX;
int mLastScrollY;
int mDrawX;
int mDrawY;
int mDrawScrollX;
int mDrawScrollY;
bool mRedrawMap;
bool mBeingOpacity;
bool mCustom;
};
#endif
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