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vcmi/lib/mapObjects/ObjectTemplate.h

106 lines
2.8 KiB
C++

/*
* ObjectTemplate.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 "../GameConstants.h"
class CBinaryReader;
class CLegacyConfigParser;
class JsonNode;
class int3;
class DLL_LINKAGE ObjectTemplate
{
enum EBlockMapBits
{
VISIBLE = 1,
VISITABLE = 2,
BLOCKED = 4
};
/// tiles that are covered by this object, uses EBlockMapBits enum as flags
std::vector<std::vector<ui8>> usedTiles;
/// directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
ui8 visitDir;
/// list of terrains on which this object can be placed
std::set<ETerrainType> allowedTerrains;
void afterLoadFixup();
public:
/// H3 ID/subID of this object
Obj id;
si32 subid;
/// print priority, objects with higher priority will be print first, below everything else
si32 printPriority;
/// animation file that should be used to display object
std::string animationFile;
/// map editor only animation file
std::string editorAnimationFile;
/// string ID, equals to def base name for h3m files (lower case, no extension) or specified in mod data
std::string stringID;
ui32 getWidth() const;
ui32 getHeight() const;
void setSize(ui32 width, ui32 height);
bool isVisitable() const;
// Checks object used tiles
// Position is relative to bottom-right corner of the object, can not be negative
bool isWithin(si32 X, si32 Y) const;
bool isVisitableAt(si32 X, si32 Y) const;
bool isVisibleAt(si32 X, si32 Y) const;
bool isBlockedAt(si32 X, si32 Y) const;
std::set<int3> getBlockedOffsets() const;
int3 getBlockMapOffset() const; //bottom-right corner when firts blocked tile is
// Checks if object is visitable from certain direction. X and Y must be between -1..+1
bool isVisitableFrom(si8 X, si8 Y) const;
int3 getVisitableOffset() const;
bool isVisitableFromTop() const;
// Checks if object can be placed on specific terrain
bool canBePlacedAt(ETerrainType terrain) const;
ObjectTemplate();
//custom copy constructor is required
ObjectTemplate(const ObjectTemplate & other);
ObjectTemplate& operator=(const ObjectTemplate & rhs);
void readTxt(CLegacyConfigParser & parser);
void readMsk();
void readMap(CBinaryReader & reader);
void readJson(const JsonNode & node, const bool withTerrain = true);
void writeJson(JsonNode & node, const bool withTerrain = true) const;
bool operator==(const ObjectTemplate& ot) const { return (id == ot.id && subid == ot.subid); }
template <typename Handler> void serialize(Handler &h, const int version)
{
h & usedTiles;
h & allowedTerrains;
h & animationFile;
h & stringID;
h & id;
h & subid;
h & printPriority;
h & visitDir;
if(version >= 770)
{
h & editorAnimationFile;
}
}
};