/* * CMapDefines.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 /// The map event is an event which e.g. gives or takes resources of a specific /// amount to/from players and can appear regularly or once a time. class DLL_LINKAGE CMapEvent { public: CMapEvent(); bool earlierThan(const CMapEvent & other) const; bool earlierThanOrEqual(const CMapEvent & other) const; std::string name; std::string message; TResources resources; ui8 players; // affected players, bit field? ui8 humanAffected; ui8 computerAffected; ui32 firstOccurence; ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time template void serialize(Handler & h, const int version) { h & name; h & message; h & resources; h & players; h & humanAffected; h & computerAffected; h & firstOccurence; h & nextOccurence; } }; /// The castle event builds/adds buildings/creatures for a specific town. class DLL_LINKAGE CCastleEvent: public CMapEvent { public: CCastleEvent(); std::set buildings; std::vector creatures; CGTownInstance * town; template void serialize(Handler & h, const int version) { h & static_cast(*this); h & buildings; h & creatures; } }; /// The terrain tile describes the terrain type and the visual representation of the terrain. /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it. struct DLL_LINKAGE TerrainTile { TerrainTile(); /// Gets true if the terrain is not a rock. If from is water/land, same type is also required. bool entrableTerrain(const TerrainTile * from = nullptr) const; bool entrableTerrain(bool allowLand, bool allowSea) const; /// Checks for blocking objects and terraint type (water / land). bool isClear(const TerrainTile * from = nullptr) const; /// Gets the ID of the top visitable object or -1 if there is none. Obj topVisitableId(bool excludeTop = false) const; CGObjectInstance * topVisitableObj(bool excludeTop = false) const; bool isWater() const; EDiggingStatus getDiggingStatus(const bool excludeTop = true) const; bool hasFavorableWinds() const; Terrain terType; ui8 terView; std::string riverType; ui8 riverDir; std::string roadType; //TODO: switch to ui8 ui8 roadDir; /// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road); /// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect ui8 extTileFlags; bool visitable; bool blocked; std::vector visitableObjects; std::vector blockingObjects; template void serialize(Handler & h, const int version) { h & terType; h & terView; h & riverType; h & riverDir; h & roadType; h & roadDir; h & extTileFlags; h & visitable; h & blocked; h & visitableObjects; h & blockingObjects; } };