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vcmi/lib/Terrain.h

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/*
* Terrain.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "ConstTransitivePtr.h"
#include "GameConstants.h"
#include "JsonNode.h"
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class DLL_LINKAGE Terrain
{
public:
friend class Manager;
struct Info
{
enum class Type
{
Land, Water, Subterranean, Rock
};
int moveCost;
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bool transitionRequired;
std::array<int, 3> minimapBlocked;
std::array<int, 3> minimapUnblocked;
std::string musicFilename;
std::string tilesFilename;
std::string terrainText;
std::string typeCode;
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std::string terrainViewPatterns;
std::string rockTerrain;
std::string river;
int horseSoundId;
Type type;
std::vector<std::string> battleFields;
std::vector<Terrain> prohibitTransitions;
};
class DLL_LINKAGE Manager
{
public:
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static const std::vector<Terrain> & terrains();
static const Info & getInfo(const Terrain &);
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static int id(const Terrain &);
private:
static Manager & get();
Manager();
std::unordered_map<std::string, Info> terrainInfo;
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std::vector<Terrain> terrainVault;
std::map<Terrain, int> terrainId;
};
/*enum EETerrainType
{
ANY_TERRAIN = -3,
WRONG = -2, BORDER = -1, DIRT, SAND, GRASS, SNOW, SWAMP,
ROUGH, SUBTERRANEAN, LAVA, WATER, ROCK // ROCK is also intended to be max value.
};*/
Terrain(const std::string & _type = "");
static Terrain createTerrainTypeH3M(int tId);
static Terrain createTerrainByCode(const std::string & typeCode);
int id() const; //TODO: has to be completely removed
Terrain& operator=(const std::string & _type);
DLL_LINKAGE friend bool operator==(const Terrain & l, const Terrain & r);
DLL_LINKAGE friend bool operator!=(const Terrain & l, const Terrain & r);
DLL_LINKAGE friend bool operator<(const Terrain & l, const Terrain & r);
static const Terrain ANY;
bool isLand() const;
bool isWater() const;
bool isPassable() const; //ROCK
bool isUnderground() const;
bool isNative() const;
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bool isTransitionRequired() const;
operator std::string() const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & name;
}
protected:
std::string name;
};
DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const Terrain terrainType);