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vcmi/lib/ObstacleHandler.h
Ivan Savenko 428fb832c6 Implemented foreground/background obstacles:
- obstacles now have "foreground" field
- if "foreground" field set, obstacle will appear on top of other
objects, such as units
- if "foreground" is not set, obstacle will appear below units
- updated schema and cleared up obstacles config
2023-06-06 15:53:14 +03:00

97 lines
2.9 KiB
C++

/*
* ObstacleHandler.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 <vcmi/EntityService.h>
#include <vcmi/Entity.h>
#include "GameConstants.h"
#include "IHandlerBase.h"
#include "battle/BattleHex.h"
VCMI_LIB_NAMESPACE_BEGIN
class DLL_LINKAGE ObstacleInfo : public EntityT<Obstacle>
{
public:
ObstacleInfo(): obstacle(-1), width(0), height(0), isAbsoluteObstacle(false), iconIndex(0), isForegroundObstacle(false)
{}
ObstacleInfo(Obstacle obstacle, std::string identifier)
: obstacle(obstacle), identifier(identifier), iconIndex(obstacle.getNum()), width(0), height(0), isAbsoluteObstacle(false), isForegroundObstacle(false)
{
}
Obstacle obstacle;
si32 iconIndex;
std::string identifier;
std::string appearSound, appearAnimation, animation;
std::vector<TerrainId> allowedTerrains;
std::vector<std::string> allowedSpecialBfields;
bool isAbsoluteObstacle; //there may only one such obstacle in battle and its position is always the same
bool isForegroundObstacle;
si32 width, height; //how much space to the right and up is needed to place obstacle (affects only placement algorithm)
std::vector<si16> blockedTiles; //offsets relative to obstacle position (that is its left bottom corner)
int32_t getIndex() const override;
int32_t getIconIndex() const override;
std::string getJsonKey() const override;
std::string getNameTranslated() const override;
std::string getNameTextID() const override;
void registerIcons(const IconRegistar & cb) const override;
Obstacle getId() const override;
std::vector<BattleHex> getBlocked(BattleHex hex) const; //returns vector of hexes blocked by obstacle when it's placed on hex 'hex'
bool isAppropriate(const TerrainId terrainType, const BattleField & specialBattlefield) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & obstacle;
h & iconIndex;
h & identifier;
h & animation;
h & appearAnimation;
h & appearSound;
h & allowedTerrains;
h & allowedSpecialBfields;
h & isAbsoluteObstacle;
h & isForegroundObstacle;
h & width;
h & height;
h & blockedTiles;
}
};
class DLL_LINKAGE ObstacleService : public EntityServiceT<Obstacle, ObstacleInfo>
{
public:
};
class ObstacleHandler: public CHandlerBase<Obstacle, ObstacleInfo, ObstacleInfo, ObstacleService>
{
public:
ObstacleInfo * loadFromJson(const std::string & scope,
const JsonNode & json,
const std::string & identifier,
size_t index) override;
const std::vector<std::string> & getTypeNames() const override;
std::vector<JsonNode> loadLegacyData() override;
std::vector<bool> getDefaultAllowed() const override;
template <typename Handler> void serialize(Handler & h, const int version)
{
h & objects;
}
};
VCMI_LIB_NAMESPACE_END