/* * 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 #include "../ResourceSet.h" #include "../texts/MetaString.h" VCMI_LIB_NAMESPACE_BEGIN class TerrainType; class RiverType; class RoadType; class CGObjectInstance; class CGTownInstance; class JsonSerializeFormat; /// 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(); virtual ~CMapEvent() = default; bool occursToday(int currentDay) const; bool affectsPlayer(PlayerColor player, bool isHuman) const; std::string name; MetaString message; TResources resources; std::set players; bool humanAffected; bool computerAffected; ui32 firstOccurrence; ui32 nextOccurrence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time template void serialize(Handler & h) { h & name; h & message; h & resources; if (h.version >= Handler::Version::EVENTS_PLAYER_SET) { h & players; } else { ui8 playersMask = 0; h & playersMask; for (int i = 0; i < 8; ++i) if ((playersMask & (1 << i)) != 0) players.insert(PlayerColor(i)); } h & humanAffected; h & computerAffected; h & firstOccurrence; h & nextOccurrence; } virtual void serializeJson(JsonSerializeFormat & handler); }; /// The castle event builds/adds buildings/creatures for a specific town. class DLL_LINKAGE CCastleEvent: public CMapEvent { public: CCastleEvent() = default; std::set buildings; std::vector creatures; template void serialize(Handler & h) { h & static_cast(*this); h & buildings; h & creatures; } void serializeJson(JsonSerializeFormat & handler) override; }; /// 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; const TerrainType * terType; const RiverType * riverType; const RoadType * roadType; ui8 terView; ui8 riverDir; 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) { h & terType; h & terView; h & riverType; h & riverDir; h & roadType; h & roadDir; h & extTileFlags; h & visitable; h & blocked; h & visitableObjects; h & blockingObjects; } }; VCMI_LIB_NAMESPACE_END