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	To all - please, avoid #include's in headers as much as possible This kills incremental build compile times
		
			
				
	
	
		
			100 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			100 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*
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|  * CMapDefines.h, part of VCMI engine
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|  *
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|  * Authors: listed in file AUTHORS in main folder
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|  *
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|  * License: GNU General Public License v2.0 or later
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|  * Full text of license available in license.txt file, in main folder
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|  *
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|  */
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| 
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| #pragma once
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| 
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| /// The map event is an event which e.g. gives or takes resources of a specific
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| /// amount to/from players and can appear regularly or once a time.
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| class DLL_LINKAGE CMapEvent
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| {
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| public:
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| 	CMapEvent();
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| 
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| 	bool earlierThan(const CMapEvent & other) const;
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| 	bool earlierThanOrEqual(const CMapEvent & other) const;
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| 
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| 	std::string name;
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| 	std::string message;
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| 	TResources resources;
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| 	ui8 players; // affected players, bit field?
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| 	ui8 humanAffected;
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| 	ui8 computerAffected;
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| 	ui32 firstOccurence;
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| 	ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & name & message & resources
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| 				& players & humanAffected & computerAffected & firstOccurence & nextOccurence;
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| 	}
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| };
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| 
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| /// The castle event builds/adds buildings/creatures for a specific town.
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| class DLL_LINKAGE CCastleEvent: public CMapEvent
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| {
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| public:
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| 	CCastleEvent();
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| 
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| 	std::set<BuildingID> buildings;
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| 	std::vector<si32> creatures;
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| 	CGTownInstance * town;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & static_cast<CMapEvent &>(*this);
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| 		h & buildings & creatures;
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| 	}
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| };
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| 
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| /// The terrain tile describes the terrain type and the visual representation of the terrain.
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| /// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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| struct DLL_LINKAGE TerrainTile
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| {
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| 	TerrainTile();
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| 
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| 	/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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| 	bool entrableTerrain(const TerrainTile * from = nullptr) const;
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| 	bool entrableTerrain(bool allowLand, bool allowSea) const;
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| 	/// Checks for blocking objects and terraint type (water / land).
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| 	bool isClear(const TerrainTile * from = nullptr) const;
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| 	/// Gets the ID of the top visitable object or -1 if there is none.
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| 	Obj topVisitableId(bool excludeTop = false) const;
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| 	CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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| 	bool isWater() const;
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| 	bool isCoastal() const;
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| 	EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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| 	bool hasFavourableWinds() const;
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| 
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| 	ETerrainType terType;
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| 	ui8 terView;
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| 	ERiverType::ERiverType riverType;
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| 	ui8 riverDir;
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| 	ERoadType::ERoadType roadType;
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| 	ui8 roadDir;
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| 	/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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| 	///	7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favourable Winds effect
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| 	ui8 extTileFlags;
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| 	bool visitable;
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| 	bool blocked;
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| 
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| 	std::vector<CGObjectInstance *> visitableObjects;
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| 	std::vector<CGObjectInstance *> blockingObjects;
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| 
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| 	template <typename Handler>
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| 	void serialize(Handler & h, const int version)
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| 	{
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| 		h & terType & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
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| 		h & visitable & blocked;
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| 		h & visitableObjects & blockingObjects;
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| 	}
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| };
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