/*
* The Mana Client
* Copyright (C) 2004-2009 The Mana World Development Team
* Copyright (C) 2009-2010 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
#include
class Animation;
class AmbientLayer;
class Graphics;
class MapLayer;
class Particle;
class SimpleAnimation;
class Tileset;
typedef std::vector Tilesets;
typedef std::vector 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), 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
{
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 > 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 actors.
* 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 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 mDebugFlags) const;
bool isFringeLayer()
{ return mIsFringeLayer; }
int getTileDrawWidth(int x1, int y1, int endX, int &width) const;
private:
int mX, mY;
int mWidth, mHeight;
bool mIsFringeLayer; /**< Whether the actors 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,
MAP_SPECIAL2 = 3,
MAP_SPECIAL3 = 4
};
/**
* 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, 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);
/**
* 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;
/**
* 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, 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 pixel path from one location to the next.
* Path node are centered on their corresponding tiles in that case.
*/
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.
*/
Path findPixelPath(int startPixelX, int startPixelY,
int destPixelX, int destPixelY,
int radius, unsigned char walkmask, int maxCost = 20);
/**
* 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 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)
{ mTileAnimations[gid] = animation; }
void setDebugFlags(int n) {mDebugFlags = n;}
int getDebugFlags() const {return mDebugFlags;}
/**
* Gets the tile animation for a specific gid
*/
TileAnimation *getAnimationForGid(int gid) const;
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:
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;
MetaTile *mMetaTiles;
Layers mLayers;
Tilesets 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;
};
#endif