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d168f3eac2
* Mostly implemented battle spells: - Fire Wall - Force Field - Land Mine - Quicksands
73 lines
2.3 KiB
C++
73 lines
2.3 KiB
C++
#pragma once
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#include "BattleHex.h"
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struct CObstacleInfo;
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struct DLL_LINKAGE CObstacleInstance
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{
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BattleHex pos; //position on battlefield, typically left bottom corner
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ui8 obstacleType; //if true, then position is meaningless
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si32 uniqueID;
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si32 ID; //ID of obstacle (defines type of it)
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enum EObstacleType
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{
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//ABSOLUTE needs an underscore because it's a Win
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USUAL, ABSOLUTE_OBSTACLE, QUICKSAND, LAND_MINE, FORCE_FIELD, FIRE_WALL, MOAT
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};
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//used only for spell-created obstacles
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CObstacleInstance();
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virtual ~CObstacleInstance();
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//bool spellGenerated() const;
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const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
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std::vector<BattleHex> getBlockedTiles() const;
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std::vector<BattleHex> getStoppingTile() const; //hexes that will stop stack move
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//The two functions below describe how the obstacle affects affected tiles
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//additional effects (like hurting stack or disappearing) are hardcoded for appropriate obstacleTypes
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bool blocksTiles() const;
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bool stopsMovement() const; //if unit stepping onto obstacle, can't continue movement (in general, doesn't checks for the side)
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virtual std::vector<BattleHex> getAffectedTiles() const;
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virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
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virtual void battleTurnPassed(){};
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID & pos & obstacleType & uniqueID;
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}
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};
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struct DLL_LINKAGE MoatObstacle : CObstacleInstance
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{
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virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
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};
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struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
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{
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si8 turnsRemaining;
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si8 casterSpellPower;
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si8 spellLevel;
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si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
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si8 visibleForAnotherSide;
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SpellCreatedObstacle();
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virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
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virtual bool visibleForSide(ui8 side, bool hasNativeStack) const OVERRIDE; //0 attacker
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virtual void battleTurnPassed() OVERRIDE;
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & static_cast<CObstacleInstance&>(*this);
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h & turnsRemaining & casterSpellPower & spellLevel & casterSide & visibleForAnotherSide;
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}
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};
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