/* * 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" class DLL_LINKAGE TerrainType { public: enum PassabilityType : ui8 { LAND = 1, WATER = 2, SURFACE = 4, SUBTERRANEAN = 8, ROCK = 16 }; std::vector battleFields; std::vector prohibitTransitions; std::array minimapBlocked; std::array minimapUnblocked; std::string name; std::string musicFilename; std::string tilesFilename; std::string terrainText; std::string typeCode; std::string terrainViewPatterns; TRiverId river; TTerrainId id; TTerrainId rockTerrain; int moveCost; int horseSoundId; ui8 passabilityType; bool transitionRequired; TerrainType(const std::string & name = ""); TerrainType& operator=(const TerrainType & other); bool operator==(const TerrainType & other); bool operator!=(const TerrainType & other); bool operator<(const TerrainType & other); bool isLand() const; bool isWater() const; bool isPassable() const; bool isSurface() const; bool isUnderground() const; bool isTransitionRequired() const; operator std::string() const; template void serialize(Handler &h, const int version) { h & battleFields; h & prohibitTransitions; h & minimapBlocked; h & minimapUnblocked; h & name; h & musicFilename; h & tilesFilename; h & terrainText; h & typeCode; h & terrainViewPatterns; h & rockTerrain; h & river; h & id; h & moveCost; h & horseSoundId; h & passabilityType; h & transitionRequired; } }; class DLL_LINKAGE RiverType { public: std::string fileName; std::string code; std::string deltaName; TRiverId id; RiverType(const std::string & fileName = "", const std::string & code = "", TRiverId id = River::NO_RIVER); RiverType& operator=(const RiverType & other); template void serialize(Handler& h, const int version) { h & fileName; h & code; h & deltaName; h & id; } }; class DLL_LINKAGE RoadType { public: std::string fileName; std::string code; TRoadId id; ui8 movementCost; RoadType(const std::string & fileName = "", const std::string& code = "", TRoadId id = Road::NO_ROAD); RoadType& operator=(const RoadType & other); template void serialize(Handler& h, const int version) { h & fileName; h & code; h & id; h & movementCost; } }; DLL_LINKAGE std::ostream & operator<<(std::ostream & os, const TerrainType & terrainType); class DLL_LINKAGE TerrainTypeHandler //TODO: public IHandlerBase ? { public: TerrainTypeHandler(); ~TerrainTypeHandler() {}; const std::vector & terrains() const; const TerrainType * getInfoByName(const std::string & terrainName) const; const TerrainType * getInfoByCode(const std::string & terrainCode) const; const TerrainType * getInfoById(TTerrainId id) const; const std::vector & rivers() const; const RiverType * getRiverByName(const std::string & riverName) const; const RiverType * getRiverByCode(const std::string & riverCode) const; const RiverType * getRiverById(TRiverId id) const; const std::vector & roads() const; const RoadType * getRoadByName(const std::string & roadName) const; const RoadType * getRoadByCode(const std::string & roadCode) const; const RoadType * getRoadById(TRoadId id) const; template void serialize(Handler &h, const int version) { h & objects; h & riverTypes; h & roadTypes; if (!h.saving) { recreateTerrainMaps(); recreateRiverMaps(); recreateRoadMaps(); } } private: std::vector objects; std::vector riverTypes; std::vector roadTypes; std::unordered_map terrainInfoByName; std::unordered_map terrainInfoByCode; std::unordered_map terrainInfoById; std::unordered_map riverInfoByName; std::unordered_map riverInfoByCode; std::unordered_map riverInfoById; std::unordered_map roadInfoByName; std::unordered_map roadInfoByCode; std::unordered_map roadInfoById; void initTerrains(const std::vector & allConfigs); void initRivers(const std::vector & allConfigs); void initRoads(const std::vector & allConfigs); void recreateTerrainMaps(); void recreateRiverMaps(); void recreateRoadMaps(); };