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cata_tiles.h
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#pragma once
#ifndef CATA_SRC_CATA_TILES_H
#define CATA_SRC_CATA_TILES_H
#include <cstddef>
#include <map>
#include <memory>
#include <string>
#include <tuple>
#include <unordered_map>
#include <utility>
#include <vector>
#include "animation.h"
#include "cata_type_traits.h"
#include "creature.h"
#include "cuboid_rectangle.h"
#include "enums.h"
#include "lightmap.h"
#include "line.h"
#include "map_memory.h"
#include "mapdata.h"
#include "options.h"
#include "pimpl.h"
#include "point.h"
#include "sdl_wrappers.h"
#include "sdl_geometry.h"
#include "type_id.h"
#include "weather.h"
#include "weighted_list.h"
class Character;
class JsonObject;
class pixel_minimap;
extern void set_displaybuffer_rendertarget();
/** Structures */
struct tile_type {
// fg and bg are both a weighted list of lists of sprite IDs
weighted_int_list<std::vector<int>> fg, bg;
bool multitile = false;
bool rotates = false;
bool animated = false;
int height_3d = 0;
point offset = point_zero;
point offset_retracted = point_zero;
float pixelscale = 1.0;
std::vector<std::string> available_subtiles;
};
// Make sure to change TILE_CATEGORY_IDS if this changes!
enum class TILE_CATEGORY {
NONE,
VEHICLE_PART,
TERRAIN,
ITEM,
FURNITURE,
TRAP,
FIELD,
LIGHTING,
MONSTER,
BULLET,
HIT_ENTITY,
WEATHER,
OVERMAP_TERRAIN,
OVERMAP_VISION_LEVEL,
OVERMAP_WEATHER,
MAP_EXTRA,
OVERMAP_NOTE,
last
};
const std::unordered_map<std::string, TILE_CATEGORY> to_TILE_CATEGORY = {
{"none", TILE_CATEGORY::NONE},
{"vehicle_part", TILE_CATEGORY::VEHICLE_PART},
{"terrain", TILE_CATEGORY::TERRAIN},
{"item", TILE_CATEGORY::ITEM},
{"furniture", TILE_CATEGORY::FURNITURE},
{"trap", TILE_CATEGORY::TRAP},
{"field", TILE_CATEGORY::FIELD},
{"lighting", TILE_CATEGORY::LIGHTING},
{"monster", TILE_CATEGORY::MONSTER},
{"bullet", TILE_CATEGORY::BULLET},
{"hit_entity", TILE_CATEGORY::HIT_ENTITY},
{"weather", TILE_CATEGORY::WEATHER},
{"overmap_terrain", TILE_CATEGORY::OVERMAP_TERRAIN},
{"overmap_vision_level", TILE_CATEGORY::OVERMAP_VISION_LEVEL},
{"overmap_weather", TILE_CATEGORY::OVERMAP_WEATHER},
{"map_extra", TILE_CATEGORY::MAP_EXTRA},
{"overmap_note", TILE_CATEGORY::OVERMAP_NOTE}
};
enum class NEIGHBOUR {
SOUTH = 1,
EAST = 2,
WEST = 4,
NORTH = 8,
last
};
class tile_lookup_res
{
// references are stored as pointers to support copy assignment of the class
const std::string *_id;
tile_type *_tile;
public:
tile_lookup_res( const std::string &id, tile_type &tile ): _id( &id ), _tile( &tile ) {}
inline const std::string &id() {
return *_id;
}
inline tile_type &tile() {
return *_tile;
}
};
class texture
{
private:
std::shared_ptr<SDL_Texture> sdl_texture_ptr;
SDL_Rect srcrect = { 0, 0, 0, 0 };
public:
texture( std::shared_ptr<SDL_Texture> ptr,
const SDL_Rect &rect ) : sdl_texture_ptr( std::move( ptr ) ),
srcrect( rect ) { }
texture() = default;
/// Returns the width (first) and height (second) of the stored texture.
std::pair<int, int> dimension() const {
return std::make_pair( srcrect.w, srcrect.h );
}
/// Interface to @ref SDL_RenderCopyEx, using this as the texture, and
/// null as source rectangle (render the whole texture). Other parameters
/// are simply passed through.
int render_copy_ex( const SDL_Renderer_Ptr &renderer, const SDL_Rect *const dstrect,
const double angle,
const SDL_Point *const center, const SDL_RendererFlip flip ) const {
return SDL_RenderCopyEx( renderer.get(), sdl_texture_ptr.get(), &srcrect, dstrect, angle, center,
flip );
}
};
class layer_variant
{
public:
std::string id;
std::map<std::string, int> sprite;
int layer;
point offset;
int total_weight;
};
class tileset
{
private:
struct season_tile_value {
tile_type *default_tile = nullptr;
std::optional<tile_lookup_res> season_tile = std::nullopt;
};
std::string tileset_id;
bool tile_isometric = false;
// Unscaled default size of sprites. See cata_tiles::tile_(width|height)
// for more detail.
int tile_width = 0;
int tile_height = 0;
// The maximum extent of loaded sprites.
half_open_rectangle<point> max_tile_extent;
int zlevel_height = 0;
float prevent_occlusion_min_dist = 0.0;
float prevent_occlusion_max_dist = 0.0;
// multiplier for pixel-doubling tilesets
float tile_pixelscale = 1.0f;
std::vector<texture> tile_values;
std::vector<texture> shadow_tile_values;
std::vector<texture> night_tile_values;
std::vector<texture> overexposed_tile_values;
std::vector<texture> memory_tile_values;
std::unordered_set<std::string> duplicate_ids;
std::unordered_map<std::string, tile_type> tile_ids;
// caches both "default" and "_season_XXX" tile variants (to reduce the number of lookups)
// either variant can be either a `nullptr` or a pointer/reference to the real value (stored inside `tile_ids`)
std::array<std::unordered_map<std::string, season_tile_value>, season_type::NUM_SEASONS>
tile_ids_by_season;
static const texture *get_if_available( const size_t index,
const decltype( shadow_tile_values ) &tiles ) {
return index < tiles.size() ? & tiles[index] : nullptr;
}
friend class tileset_cache;
public:
std::unordered_map<std::string, std::vector<layer_variant>> item_layer_data;
std::unordered_map<std::string, std::vector<layer_variant>> field_layer_data;
void clear();
bool is_isometric() const {
return tile_isometric;
}
int get_tile_width() const {
return tile_width;
}
int get_tile_height() const {
return tile_height;
}
const half_open_rectangle<point> &get_max_tile_extent() const {
return max_tile_extent;
}
int get_zlevel_height() const {
return zlevel_height;
}
float get_tile_pixelscale() const {
return tile_pixelscale;
}
float get_prevent_occlusion_min_dist() const {
return prevent_occlusion_min_dist;
}
float get_prevent_occlusion_max_dist() const {
return prevent_occlusion_max_dist;
}
const std::string &get_tileset_id() const {
return tileset_id;
}
const texture *get_tile( const size_t index ) const {
return get_if_available( index, tile_values );
}
const texture *get_night_tile( const size_t index ) const {
return get_if_available( index, night_tile_values );
}
const texture *get_shadow_tile( const size_t index ) const {
return get_if_available( index, shadow_tile_values );
}
const texture *get_overexposed_tile( const size_t index ) const {
return get_if_available( index, overexposed_tile_values );
}
const texture *get_memory_tile( const size_t index ) const {
return get_if_available( index, memory_tile_values );
}
const std::unordered_set<std::string> &get_duplicate_ids() const {
return duplicate_ids;
}
tile_type &create_tile_type( const std::string &id, tile_type &&new_tile_type );
const tile_type *find_tile_type( const std::string &id ) const;
/**
* Looks up tile by id + season suffix AND just raw id
* Example: if id == "t_tree_apple" and season == SPRING
* will first look up "t_tree_apple_season_spring"
* if not found, will look up "t_tree_apple"
* if still nothing is found, will return std::nullopt
* @param id : "raw" tile id (without season suffix)
* @param season : season suffix encoded as season_type enum
* @return std::nullopt if no tile is found,
* std::optional with found id (e.g. "t_tree_apple_season_spring" or "t_tree_apple) and found tile.
*
* Note: this method is guaranteed to return pointers to the keys and values stored inside the
* `tileset::tile_ids` collection. I.e. result of this method call is invalidated when
* the corresponding `tileset` is invalidated.
*/
std::optional<tile_lookup_res> find_tile_type_by_season( const std::string &id,
season_type season ) const;
};
class tileset_cache
{
public:
std::shared_ptr<const tileset> load_tileset( const std::string &tileset_id,
const SDL_Renderer_Ptr &renderer, bool precheck,
bool force, bool pump_events );
private:
class loader;
std::unordered_map<std::string, std::weak_ptr<tileset>> tilesets_;
};
class tileset_cache::loader
{
private:
tileset &ts;
const SDL_Renderer_Ptr &renderer;
point sprite_offset;
point sprite_offset_retracted;
float sprite_pixelscale = 1.0;
int sprite_width = 0;
int sprite_height = 0;
int offset = 0;
int sprite_id_offset = 0;
int size = 0;
int R = 0;
int G = 0;
int B = 0;
int tile_atlas_width = 0;
void ensure_default_item_highlight();
void copy_surface_to_texture( const SDL_Surface_Ptr &surf, const point &offset,
std::vector<texture> &target );
void create_textures_from_tile_atlas( const SDL_Surface_Ptr &tile_atlas, const point &offset );
void process_variations_after_loading( weighted_int_list<std::vector<int>> &v ) const;
void add_ascii_subtile( tile_type &curr_tile, const std::string &t_id, int sprite_id,
const std::string &s_id );
void load_ascii_set( const JsonObject &entry );
/**
* Create a new tile_type, add it to tile_ids (using <B>id</B>).
* Set the fg and bg properties of it (loaded from the json object).
* Makes sure each is either -1, or in the interval [0,size).
* If it's in that interval, adds offset to it, if it's not in the
* interval (and not -1), throw an std::string error.
*/
tile_type &load_tile( const JsonObject &entry, const std::string &id );
void load_tile_spritelists( const JsonObject &entry, weighted_int_list<std::vector<int>> &vs,
std::string_view objname ) const;
void load_ascii( const JsonObject &config );
/** Load tileset, R,G,B, are the color components of the transparent color
* Returns the number of tiles that have been loaded from this tileset image
* @param pump_events Handle window events and refresh the screen when necessary.
* Please ensure that the tileset is not accessed when this method is
* executing if you set it to true.
* @throw std::exception If the image can not be loaded.
*/
void load_tileset( const cata_path &path, bool pump_events );
/**
* Load tiles from json data.This expects a "tiles" array in
* <B>config</B>. That array should contain all the tile definition that
* should be taken from an tileset image.
* Because the function only loads tile definitions for a single tileset
* image, only tile indices (tile_type::fg tile_type::bg) in the interval
* [0,size].
* The <B>offset</B> is automatically added to the tile index.
* sprite offset dictates where each sprite should render in its tile
* @throw std::exception On any error.
*/
void load_tilejson_from_file( const JsonObject &config );
/**
* Helper function called by load.
* @param pump_events Handle window events and refresh the screen when necessary.
* Please ensure that the tileset is not accessed when this method is
* executing if you set it to true.
* @throw std::exception On any error.
*/
void load_internal( const JsonObject &config, const cata_path &tileset_root,
const cata_path &img_path, bool pump_events );
/**
* Helper function to load layering data.
* @throw std::exception On any error.
*/
void load_layers( const JsonObject &config );
public:
loader( tileset &ts, const SDL_Renderer_Ptr &r ) : ts( ts ), renderer( r ) {
}
/**
* @throw std::exception On any error.
* @param tileset_id Ident of the tileset, as it appears in the options.
* @param precheck If tue, only loads the meta data of the tileset (tile dimensions).
* @param pump_events Handle window events and refresh the screen when necessary.
* Please ensure that the tileset is not accessed when this method is
* executing if you set it to true.
*/
void load( const std::string &tileset_id, bool precheck, bool pump_events = false );
};
enum class text_alignment : int {
left,
center,
right,
};
struct formatted_text {
std::string text;
int color;
text_alignment alignment;
formatted_text( const std::string &text, const int color, const text_alignment alignment )
: text( text ), color( color ), alignment( alignment ) {
}
formatted_text( const std::string &text, int color, direction text_direction );
};
/** type used for color blocks overlays.
* first: The SDL blend mode used for the color.
* second:
* - A point where to draw the color block (x, y)
* - The color of the block at 'point'.
*/
using color_block_overlay_container = std::pair<SDL_BlendMode, std::multimap<point, SDL_Color>>;
class cata_tiles
{
friend class cata_tiles_test_helper;
public:
cata_tiles( const SDL_Renderer_Ptr &render, const GeometryRenderer_Ptr &geometry,
tileset_cache &cache );
~cata_tiles();
/** Reload tileset, with the given scale. Scale is divided by 16 to allow for scales < 1 without risking
* float inaccuracies. */
void set_draw_scale( int scale );
void on_options_changed();
// checks if the tileset_ptr is valid
bool is_valid() {
return tileset_ptr != nullptr;
}
/** Draw to screen */
void draw( const point &dest, const tripoint ¢er, int width, int height,
std::multimap<point, formatted_text> &overlay_strings,
color_block_overlay_container &color_blocks );
void draw_om( const point &dest, const tripoint_abs_omt ¢er_abs_omt, bool blink );
/** Minimap functionality */
void draw_minimap( const point &dest, const tripoint ¢er, int width, int height );
protected:
/** How many rows and columns of tiles fit into given dimensions, fully
** or partially shown, but disregarding any extra contents outside the
** basic x range of [0, tile_width) and the basic y range of
** [0, tile_width / 2) (isometric) or [0, tile_height) (non-isometric) **/
point get_window_base_tile_counts( const point &size ) const;
static point get_window_base_tile_counts(
const point &size, const point &tile_size, bool iso );
/** Coordinate range of tiles at the given relative z-level that fit
** into the given dimensions, fully or partially shown, according to
** the maximum tile extent. May be negative, and 0 corresponds to the
** first fully or partially shown base tile at relative z of 0 as
** defined by `get_window_base_tile_counts`. **/
half_open_rectangle<point> get_window_any_tile_range( const point &size, int z ) const;
/** Coordinate range of fully shown tiles that fit into the given
** dimensions, disregarding any extra contents outside the basic x
** range of [0, tile_width] and the basic y range of [0, tile_width / 2)
** (isometric) or [0, tile_height) (non-isometric) **/
half_open_rectangle<point> get_window_full_base_tile_range( const point &size ) const;
std::optional<tile_lookup_res> find_tile_with_season( const std::string &id ) const;
std::optional<tile_lookup_res>
find_tile_looks_like( const std::string &id, TILE_CATEGORY category, const std::string &variant,
int looks_like_jumps_limit = 10 ) const;
// this templated method is used only from it's own cpp file, so it's ok to declare it here
template<typename T>
std::optional<tile_lookup_res>
find_tile_looks_like_by_string_id( std::string_view id, TILE_CATEGORY category,
int looks_like_jumps_limit ) const;
bool find_overlay_looks_like( bool male, const std::string &overlay, const std::string &variant,
std::string &draw_id );
bool draw_from_id_string( const std::string &id, const tripoint &pos, int subtile, int rota,
lit_level ll,
bool apply_night_vision_goggles );
bool draw_from_id_string( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, bool apply_night_vision_goggles );
bool draw_from_id_string( const std::string &id, const tripoint &pos, int subtile, int rota,
lit_level ll,
bool apply_night_vision_goggles, int &height_3d );
bool draw_from_id_string( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, bool apply_night_vision_goggles, int &height_3d );
bool draw_from_id_string( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, bool apply_night_vision_goggles, int &height_3d, int intensity_level );
bool draw_from_id_string( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, bool apply_night_vision_goggles, int &height_3d, int intensity_level,
const std::string &variant );
bool draw_from_id_string( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, bool apply_night_vision_goggles, int &height_3d, int intensity_level,
const std::string &variant, const point &offset );
bool draw_from_id_string_internal( const std::string &id, const tripoint &pos, int subtile,
int rota,
lit_level ll, int retract, bool apply_night_vision_goggles, int &height_3d );
bool draw_from_id_string_internal( const std::string &id, TILE_CATEGORY category,
const std::string &subcategory, const tripoint &pos, int subtile, int rota,
lit_level ll, int retract, bool apply_night_vision_goggles, int &height_3d, int intensity_level,
const std::string &variant, const point &offset );
bool draw_sprite_at(
const tile_type &tile, const weighted_int_list<std::vector<int>> &svlist,
const point &, unsigned int loc_rand, bool rota_fg, int rota, lit_level ll,
bool apply_night_vision_goggles, int retract, int &height_3d, const point &offset );
bool draw_tile_at( const tile_type &tile, const point &, unsigned int loc_rand, int rota,
lit_level ll, bool apply_night_vision_goggles, int retract, int &height_3d,
const point &offset );
/* Tile Picking */
void get_tile_values( int t, const std::array<int, 4> &tn, int &subtile, int &rotation,
char rotation_targets );
// as get_tile_values, but for unconnected tiles, infer rotation from surrounding walls
void get_tile_values_with_ter( const tripoint &p, int t, const std::array<int, 4> &tn,
int &subtile, int &rotation,
const std::bitset<NUM_TERCONN> &rotate_to_group );
static void get_connect_values( const tripoint_bub_ms &p, int &subtile, int &rotation,
const std::bitset<NUM_TERCONN> &connect_group,
const std::bitset<NUM_TERCONN> &rotate_to_group,
const std::map<tripoint_bub_ms, ter_id> &ter_override );
static void get_furn_connect_values( const tripoint &p, int &subtile, int &rotation,
const std::bitset<NUM_TERCONN> &connect_group,
const std::bitset<NUM_TERCONN> &rotate_to_group,
const std::map<tripoint, furn_id> &furn_override );
void get_terrain_orientation( const tripoint_bub_ms &p, int &rota, int &subtile,
const std::map<tripoint_bub_ms, ter_id> &ter_override,
const std::array<bool, 5> &invisible,
const std::bitset<NUM_TERCONN> &rotate_group );
static void get_rotation_and_subtile( char val, char rot_to, int &rota, int &subtile );
static int get_rotation_unconnected( char rot_to );
static int get_rotation_edge_ns( char rot_to );
static int get_rotation_edge_ew( char rot_to );
/** Map memory */
bool has_memory_at( const tripoint_abs_ms &p ) const;
const memorized_tile &get_terrain_memory_at( const tripoint_abs_ms &p ) const;
const memorized_tile &get_furniture_memory_at( const tripoint_abs_ms &p ) const;
const memorized_tile &get_trap_memory_at( const tripoint_abs_ms &p ) const;
const memorized_tile &get_vpart_memory_at( const tripoint_abs_ms &p ) const;
/** Drawing Layers */
bool would_apply_vision_effects( visibility_type visibility ) const;
bool apply_vision_effects( const tripoint &pos, visibility_type visibility, int &height_3d );
void draw_square_below( const point &p, const nc_color &col, int sizefactor );
bool draw_terrain( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_terrain_below( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_furniture( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_graffiti( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_trap( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_part_con( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_field_or_item( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_vpart( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool roof, bool memorize_only );
bool draw_vpart_no_roof( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_vpart_roof( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_vpart_below( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_critter_at( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_critter_at_below( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_critter_above( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible );
bool draw_zone_mark( const tripoint &p, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
bool draw_zombie_revival_indicators( const tripoint &pos, lit_level ll, int &height_3d,
const std::array<bool, 5> &invisible, bool memorize_only );
void draw_zlevel_overlay( const tripoint &p, lit_level ll, int &height_3d );
void draw_entity_with_overlays( const Character &ch, const tripoint &p, lit_level ll,
int &height_3d );
bool draw_item_highlight( const tripoint &pos, int &height_3d );
public:
// Animation layers
void init_explosion( const tripoint_bub_ms &p, int radius );
void draw_explosion_frame();
void void_explosion();
void init_custom_explosion_layer( const std::map<tripoint_bub_ms, explosion_tile> &layer );
void draw_custom_explosion_frame();
void void_custom_explosion();
void init_draw_bullet( const tripoint_bub_ms &p, std::string name );
void draw_bullet_frame();
void void_bullet();
void init_draw_hit( const tripoint_bub_ms &p, std::string name );
void draw_hit_frame();
void void_hit();
void draw_footsteps_frame( const tripoint ¢er );
// pseudo-animated layer, not really though.
void init_draw_line( const tripoint_bub_ms &p, std::vector<tripoint_bub_ms> trajectory,
std::string line_end_name, bool target_line );
void draw_line();
void void_line();
void init_draw_cursor( const tripoint_bub_ms &p );
void draw_cursor();
void void_cursor();
void init_draw_highlight( const tripoint_bub_ms &p );
void draw_highlight();
void void_highlight();
void init_draw_weather( weather_printable weather, std::string name );
void draw_weather_frame();
void void_weather();
void init_draw_sct();
void draw_sct_frame( std::multimap<point, formatted_text> &overlay_strings );
void void_sct();
void init_draw_zones( const tripoint_bub_ms &start, const tripoint_bub_ms &end,
const tripoint &offset );
void draw_zones_frame();
void void_zones();
void init_draw_async_anim( const tripoint_bub_ms &p, const std::string &tile_id );
void draw_async_anim();
void void_async_anim();
void init_draw_radiation_override( const tripoint_bub_ms &p, int rad );
void void_radiation_override();
void init_draw_terrain_override( const tripoint_bub_ms &p, const ter_id &id );
void void_terrain_override();
void init_draw_furniture_override( const tripoint_bub_ms &p, const furn_id &id );
void void_furniture_override();
void init_draw_graffiti_override( const tripoint_bub_ms &p, bool has );
void void_graffiti_override();
void init_draw_trap_override( const tripoint_bub_ms &p, const trap_id &id );
void void_trap_override();
void init_draw_field_override( const tripoint_bub_ms &p, const field_type_id &id );
void void_field_override();
void init_draw_item_override( const tripoint_bub_ms &p, const itype_id &id, const mtype_id &mid,
bool hilite );
void void_item_override();
void init_draw_vpart_override( const tripoint_bub_ms &p, const vpart_id &id, int part_mod,
const units::angle &veh_dir, bool hilite, const point &mount );
void void_vpart_override();
void init_draw_below_override( const tripoint_bub_ms &p, bool draw );
void void_draw_below_override();
void init_draw_monster_override( const tripoint_bub_ms &p, const mtype_id &id, int count,
bool more, Creature::Attitude att );
void void_monster_override();
bool has_draw_override( const tripoint &p ) const;
void set_disable_occlusion( bool val );
/**
* Initialize the current tileset (load tile images, load mapping), using the current
* tileset as it is set in the options.
* @param tileset_id Ident of the tileset, as it appears in the options.
* @param precheck If true, only loads the meta data of the tileset (tile dimensions).
* @param force If true, forces loading the tileset even if it is already loaded.
* @param pump_events Handle window events and refresh the screen when necessary.
* Please ensure that the tileset is not accessed when this method is
* executing if you set it to true.
* @throw std::exception On any error.
*/
void load_tileset( const std::string &tileset_id, bool precheck = false,
bool force = false, bool pump_events = false );
/**
* Reinitializes the current tileset, like @ref init, but using the original screen information.
* @throw std::exception On any error.
*/
void reinit();
bool is_isometric() const {
return tileset_ptr->is_isometric();
}
int get_tile_height() const {
return tile_height;
}
int get_tile_width() const {
return tile_width;
}
half_open_rectangle<point> get_max_tile_extent() const {
return max_tile_extent;
}
void do_tile_loading_report();
std::optional<point> tile_to_player( const point &colrow ) const;
static std::optional<point_bub_ms> tile_to_player(
const point &colrow, const point_bub_ms &o,
const point &base_tile_cnt, bool iso );
point player_to_tile( const point &pos ) const;
point player_to_screen( const point &pos ) const;
static point_bub_ms screen_to_player(
const point &scr_pos, const point &tile_size,
const point &win_size, const point_bub_ms ¢er,
bool iso );
static std::vector<options_manager::id_and_option> build_renderer_list();
static std::vector<options_manager::id_and_option> build_display_list();
private:
std::pair<std::string, bool> get_omt_id_rotation_and_subtile( const tripoint_abs_omt &omp,
int &rota, int &subtile );
protected:
template <typename maptype>
void tile_loading_report_map( const maptype &tiletypemap, TILE_CATEGORY category,
const std::string &prefix = "" );
template <typename Sequence>
void tile_loading_report_seq_types( const Sequence &tiletypes, TILE_CATEGORY category,
const std::string &prefix = "" );
template <typename Sequence>
void tile_loading_report_seq_ids( const Sequence &tiletypes, TILE_CATEGORY category,
const std::string &prefix = "" );
template <typename basetype>
void tile_loading_report_count( size_t count, TILE_CATEGORY category,
const std::string &prefix = "" );
/**
* Generic tile_loading_report, begin and end are iterators, id_func translates the iterator
* to an id string (result of id_func must be convertible to string).
*/
template<typename Iter, typename Func>
void lr_generic( Iter begin, Iter end, Func id_func, TILE_CATEGORY category,
const std::string &prefix );
void tile_loading_report_dups();
/** Lighting */
void init_light();
/** Variables */
const SDL_Renderer_Ptr &renderer;
const GeometryRenderer_Ptr &geometry;
tileset_cache &cache;
std::shared_ptr<const tileset> tileset_ptr;
// the scaled default sprite width and height. in non-isometric mode,
// the basic tile width and height equal the default sprite width and
// height, but in isometric mode, the basic tile height is always
// `tile_width / 2`, and `tile_height` is only the default sprite height.
int tile_height = 0;
int tile_width = 0;
// The scaled maximum extent of loaded sprites.
half_open_rectangle<point> max_tile_extent;
int zlevel_height = 0;
// The number of visible tiles in a row or column
// (see get_window_base_tile_counts for detail).
int screentile_width = 0;
int screentile_height = 0;
int fog_alpha = 0;
bool in_animation = false;
bool disable_occlusion = false;
bool do_draw_explosion = false;
bool do_draw_custom_explosion = false;
bool do_draw_bullet = false;
bool do_draw_hit = false;
bool do_draw_line = false;
bool do_draw_cursor = false;
bool do_draw_highlight = false;
bool do_draw_weather = false;
bool do_draw_sct = false;
bool do_draw_zones = false;
bool do_draw_async_anim = false;
tripoint_bub_ms exp_pos;
int exp_rad = 0;
std::map<tripoint_bub_ms, explosion_tile> custom_explosion_layer;
std::map<tripoint_bub_ms, std::string> async_anim_layer;
tripoint_bub_ms bul_pos;
std::string bul_id;
tripoint_bub_ms hit_pos;
std::string hit_entity_id;
tripoint_bub_ms line_pos;
bool is_target_line = false;
std::vector<tripoint_bub_ms> line_trajectory;
std::string line_endpoint_id;
std::vector<tripoint_bub_ms> cursors;
std::vector<tripoint_bub_ms> highlights;
weather_printable anim_weather;
std::string weather_name;
tripoint_bub_ms zone_start;
tripoint_bub_ms zone_end;
tripoint zone_offset;
// offset values, in tile coordinates, not pixels
point o;
// offset for drawing, in pixels.
point op;
std::map<tripoint_bub_ms, int> radiation_override;
std::map<tripoint_bub_ms, ter_id> terrain_override;
std::map<tripoint_bub_ms, furn_id> furniture_override;
std::map<tripoint_bub_ms, bool> graffiti_override;
std::map<tripoint_bub_ms, trap_id> trap_override;
std::map<tripoint_bub_ms, field_type_id> field_override;
// bool represents item highlight
std::map<tripoint_bub_ms, std::tuple<itype_id, mtype_id, bool>> item_override;
// int, angle, bool represents part_mod, veh_dir, and highlight respectively
// point represents the mount direction
std::map<tripoint_bub_ms, std::tuple<vpart_id, int, units::angle, bool, point>> vpart_override;
std::map<tripoint_bub_ms, bool> draw_below_override;
// int represents spawn count
std::map<tripoint_bub_ms, std::tuple<mtype_id, int, bool, Creature::Attitude>> monster_override;
private:
/**
* Tracks active night vision goggle status for each draw call.
* Allows usage of night vision tilesets during sprite rendering.
*/
bool nv_goggles_activated = false;
pimpl<pixel_minimap> minimap;
public:
// Draw caches persist data between draws and are only recalculated when dirty
void set_draw_cache_dirty();
std::string memory_map_mode = "color_pixel_sepia";
};
#endif // CATA_SRC_CATA_TILES_H