/* * The Mana Client * Copyright (C) 2004-2009 The Mana World Development Team * Copyright (C) 2009-2012 The Mana Developers * * This file is part of The Mana 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 . */ #ifndef MAP_H #define MAP_H #include "actor.h" #include "position.h" #include "properties.h" #include "simpleanimation.h" #include #include class AmbientLayer; class Graphics; class MapLayer; class Particle; class Tileset; const int DEFAULT_TILE_LENGTH = 32; /** * 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 { // 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 = 0; /**< No list, open list or closed list */ int parentX; /**< X coordinate of parent tile */ int parentY; /**< Y coordinate of parent tile */ unsigned char blockmask = 0; /**< Blocking properties of this tile */ }; /** * Animation cycle of a tile image which changes the map accordingly. */ class TileAnimation { public: TileAnimation(Animation animation); void update(int ticks = 1); void addAffectedTile(MapLayer *layer, int index) { mAffected.emplace_back(layer, index); } private: std::vector > mAffected; SimpleAnimation mAnimation; Image *mLastImage = nullptr; }; /** * 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 actors. * There can be only one fringe layer per map. */ MapLayer(int x, int y, int width, int height, bool isFringeLayer, Map *map); ~MapLayer(); int getWidth() const { return mWidth; } /** * 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 { return mTiles[x + y * mWidth]; } /** * 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 actors 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 Actors &actors, int debugFlags) const; bool isFringeLayer() const { return mIsFringeLayer; } int getTileDrawWidth(int x1, int y1, int endX, int &width) const; void setMask(int mask) { mMask = mask; } int getMask() const { return mMask; } private: int mX, mY; int mWidth, mHeight; int mMask = 1; bool mIsFringeLayer; /**< Whether the actors are drawn. */ Image **mTiles; Map *mMap; /** The mother map pointer */ }; /** * 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 DebugFlags { DEBUG_NONE = 0x0, DEBUG_GRID = 0x1, DEBUG_COLLISION_TILES = 0x2, DEBUG_BEING_COLLISION_RADIUS = 0x4, DEBUG_BEING_POSITION = 0x8, DEBUG_BEING_PATH = 0x10, DEBUG_MOUSE_PATH = 0x20, DEBUG_BEING_IDS = 0x40, DEBUG_SPECIAL1 = 0x80, DEBUG_SPECIAL2 = 0x100, DEBUG_SPECIAL3 = 0x200 }; /** * Constructor, taking map and tile size as parameters. */ Map(int width, int height, int tileWidth, int tileHeight); ~Map() override; /** * 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, 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 *graphics, int scrollX, int scrollY, int debugFlags) const; /** * 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(unsigned 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; } /** * Returns the tile center position in pixel coordinates. * * @param x the horizontal tile position * @param y the vertical tile position */ Vector getTileCenter(int x, int y) const; std::string getMusicFile() const; std::string getName() const; /** * Gives the map id based on filepath (ex: 009-1) */ 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, unsigned char walkMask, const Position &position) const; Position checkNodeOffsets(int radius, unsigned char walkMask, int x, int y) const { return checkNodeOffsets(radius, walkMask, Position(x, y)); } /** * Find a tile-centered path in pixel coordinates * from one location to the next. */ Path findTilePath(int startPixelX, int startPixelY, int endPixelX, int endPixelY, unsigned char walkMask, int maxCost = 20); /** * Find a pixel path from one location to the next using free offsets. */ Path findPixelPath(int startPixelX, int startPixelY, int destPixelX, int destPixelY, int radius, unsigned char walkmask, int maxCost = 20); /** * Adds a particle effect */ void addParticleEffect(const std::string &effectFile, int x, int y, int w = 0, int h = 0); /** * Initializes all added particle effects */ void initializeParticleEffects(Particle* particleEngine); /** * Adds a tile animation to the map */ void addAnimation(int gid, TileAnimation animation); void setDebugFlags(int flags) { mDebugFlags = flags; } int getDebugFlags() const { return mDebugFlags; } /** * Gets the tile animation for a specific gid */ TileAnimation *getAnimationForGid(int gid); void setMask(int mask); protected: friend class Actor; /** * Adds an actor to the map. */ Actors::iterator addActor(Actor *actor); /** * Removes an actor from the map. */ void removeActor(Actors::iterator iterator); private: /** * Find a path from one location to the next in tile coordinates. */ Path findPath(int startX, int startY, int destX, int destY, unsigned char walkmask, int maxCost = 20); 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 */ unsigned *mOccupation[NB_BLOCKTYPES]; int mWidth, mHeight; int mTileWidth, mTileHeight; int mMaxTileHeight, mMaxTileWidth; MetaTile *mMetaTiles; std::vector mLayers; std::vector mTilesets; Actors mActors; // debug flags int mDebugFlags; // Pathfinding members unsigned mOnClosedList, mOnOpenList; // Overlay data std::list mBackgrounds; std::list mForegrounds; float mLastScrollX; float mLastScrollY; // Particle effect data struct ParticleEffectData { std::string file; int x; int y; int w; int h; }; std::list particleEffects; std::map mTileAnimations; int mMask = 1; }; #endif