关于地图加载

关于地图加载
.map文件记录了格子大小为107*160,关于.map文件时如何生成的我也不清楚,.map文件中已经有二维大小以及整个阻挡信息(0:无阻挡,1:阻挡,2:透明0)
/**
 *m_nMapWidth 地图宽
 *m_nMapHight 地图高
 *m_dvecCollsion 地图阻挡信息
 */
info->get_collsion(m_nMapWidth, m_nMapHight, m_dvecCollsion);
他这个获取.map是这样的
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从下往上的



enum BaseCellBlockType
{
    eBaseCellBlockType_None        = 0,    ///< 空
    eBaseCellBlockType_Block    = 1,    ///< 阻塞
    eBaseCellBlockType_Shadow    = 2,    ///< 阴影
};
struct MapCellInfo
{
    BaseCellBlockType        m_eBaseBlockType;    ///< 地图基础阻塞信息对应枚举 BaseCellBlockType
    std::list<CellObject*>* m_pObjList;            ///< 单元格上的对象列表
};
std::vector<std::vector<MapCellInfo> >    m_vecMapCell;        ///< 单元格信息初始化单元格管理,这部分从来没看过
void MapCellMgr::Init(const std::vector<std::vector<int> >& mapBaseBlockInfo)
{
    m_nWidth = mapBaseBlockInfo.size();
    m_nHight = mapBaseBlockInfo[0].size();

    m_vecMapCell.resize(m_nWidth);
    for(int x = 0; x < m_nWidth; ++x)
    {
        m_vecMapCell[x].resize(m_nHight);
        for(int y = 0; y < m_nHight; ++y)
        {
            auto& cell = m_vecMapCell[x][y];
            cell.m_eBaseBlockType = (BaseCellBlockType)mapBaseBlockInfo[x][y];
            cell.m_pObjList = nullptr;//对象列表
        }
    }
}
这个初始化时这样的
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48*32是每个单元格的宽和高像素大小
划分block格子
int nAllWidth = m_nMapWidth * HeadNode.map_size_item.base_size.x;//整个地图大小宽(像素)
int nAllHidth = m_nMapHight * HeadNode.map_size_item.base_size.y;//整个地图高(像素)
//计算整张地图大小(block),他是把屏幕划分成3*3的格子
int nWidthBlcokNum = nAllWidth / (screen_area.x / 3) + 4; //多出4格预防外围(满足7x7范围控制),对于为什么+4不太清楚,好像是处理边界问题
int nHightBlcokNum = nAllHidth / (screen_area.y / 3) + 4;

m_MapCellMgr.m_vecRolesBlock.resize(nWidthBlcokNum);  //角色
m_MapCellMgr.m_vecSpellsBlock.resize(nWidthBlcokNum); //魔法
//    m_MapCellMgr.m_vecItemsBlock.resize(nWidthBlcokNum);  //道具物品
m_MapCellMgr.m_vecPropsBlock.resize(nWidthBlcokNum);  //道具物品(新)
for (int i = 0; i < nWidthBlcokNum; i++)
{
    m_MapCellMgr.m_vecSpellsBlock[i].resize(nHightBlcokNum);
//        m_MapCellMgr.m_vecItemsBlock[i].resize(nHightBlcokNum);
    m_MapCellMgr.m_vecRolesBlock[i].resize(nHightBlcokNum);
    m_MapCellMgr.m_vecPropsBlock[i].resize(nHightBlcokNum);
}
对于角色,魔法,道具都是每个格子进行管理的

//对于装饰物是单独管理的,没有放到单元格管理器中
m_BlockOrnamentalMap.resize(nWidthBlcokNum);

for (int i = 0; i < nWidthBlcokNum; ++i)
{
    //m_droProp_block[i].resize(block_h_num);
    m_BlockOrnamentalMap[i].resize(nHightBlcokNum);
}

void Map::InitOrnamemtal()//初始化装饰物信息
{
    std::vector<mapinfo::role_node> vecOrnamental;
    m_spMapInfo->get_ornamentals(vecOrnamental);
    for (unsigned int i = 0; i < vecOrnamental.size(); i++)
    {
        mapinfo::role_node Node = vecOrnamental[i];
        unsigned long uid = AllocateUID();
        pos2d pos = m_spBase->GetPos(Node.point.x, Node.point.y);
        Node.point.x = pos.x;
        Node.point.y = pos.y;
        pos2d block_pos = m_spBase->GetBlockPos(pos);//mpos->bpos
        m_BlockOrnamentalMap[block_pos.x][block_pos.y][uid] = Node;//将装饰物信息放入map容器中
//        SetMapColl(Node.point.x, Node.point.y, true);
    }
}

void Map::InitRegions()
{
    mapinfo::area_node SafeArea, FightArea;
    m_spMapInfo->get_safearea(SafeArea);
    m_spMapInfo->get_fightarea(FightArea);

    pos2d safe_begin = {SafeArea.begin_point.x, SafeArea.begin_point.y},
        safe_end = {SafeArea.end_point.x, SafeArea.end_point.y};
    //------[注]:暂时.map文件中无摆摊区概念,暂时用定值模拟,后期修正 --by lyq
    pos2d sell_begin = m_spBase->GetMapPos(4120, 3870),//{4120, 3870},
        sell_end = m_spBase->GetMapPos(5120, 5120);//{5120, 5120};
    pos2d fight_begin = {FightArea.begin_point.x, FightArea.begin_point.y},
        fight_end = {FightArea.end_point.x, FightArea.end_point.y};
#if 0
    setRegion(RegionOpt::REGION_SAFE, safe_begin, safe_end);
    setRegion(RegionOpt::REGION_SELL, sell_begin, sell_end);
    setRegion(RegionOpt::REGION_SELL, sell_begin, sell_end);
#endif

    m_MapCellMgr.CreateSafeRegion(::RectRegion(safe_begin, safe_end));//初始化安全区
    m_MapCellMgr.CreateFinghtRegion(::RectRegion(fight_begin, fight_end));//初始化战斗区
}
原文地址:https://www.cnblogs.com/zzyoucan/p/4166164.html