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d8a237ba46
Fixes advanced remove obstacle spell
139 lines
4.0 KiB
C++
139 lines
4.0 KiB
C++
/*
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* CObstacleInstance.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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#pragma once
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#include "BattleHex.h"
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#include "NetPacksBase.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class ObstacleInfo;
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class ObstacleChanges;
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class JsonSerializeFormat;
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class SpellID;
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struct DLL_LINKAGE CObstacleInstance
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{
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enum EObstacleType : ui8
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{
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//ABSOLUTE needs an underscore because it's a Win
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USUAL, ABSOLUTE_OBSTACLE, SPELL_CREATED, MOAT
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};
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BattleHex pos; //position on battlefield, typically left bottom corner
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EObstacleType obstacleType = USUAL;
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si32 uniqueID = -1;
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si32 ID = -1; //ID of obstacle (defines type of it)
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virtual ~CObstacleInstance() = default;
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const ObstacleInfo &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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virtual bool blocksTiles() const;
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virtual 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 bool triggersEffects() const;
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virtual SpellID getTrigger() const;
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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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//Client helper functions, make it easier to render animations
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virtual const std::string & getAnimation() const;
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virtual const std::string & getAppearAnimation() const;
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virtual const std::string & getAppearSound() const;
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virtual int getAnimationYOffset(int imageHeight) const;
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void toInfo(ObstacleChanges & info, BattleChanges::EOperation operation = BattleChanges::EOperation::ADD);
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virtual void serializeJson(JsonSerializeFormat & handler);
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & ID;
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h & pos;
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h & obstacleType;
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h & uniqueID;
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}
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};
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struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
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{
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int32_t turnsRemaining;
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int32_t casterSpellPower;
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int32_t spellLevel;
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int32_t minimalDamage; //How many damage should it do regardless of power and level of caster
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si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
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SpellID trigger;
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bool hidden;
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bool passable;
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bool trap;
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bool removeOnTrigger;
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bool revealed;
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bool nativeVisible; //Should native terrain creatures reveal obstacle
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std::string appearSound;
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std::string appearAnimation;
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std::string animation;
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int animationYOffset;
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std::vector<BattleHex> customSize;
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SpellCreatedObstacle();
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std::vector<BattleHex> getAffectedTiles() const override;
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bool visibleForSide(ui8 side, bool hasNativeStack) const override;
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bool blocksTiles() const override;
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bool stopsMovement() const override;
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SpellID getTrigger() const override;
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void battleTurnPassed() override;
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//Client helper functions, make it easier to render animations
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const std::string & getAnimation() const override;
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const std::string & getAppearAnimation() const override;
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const std::string & getAppearSound() const override;
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int getAnimationYOffset(int imageHeight) const override;
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void fromInfo(const ObstacleChanges & info);
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void serializeJson(JsonSerializeFormat & handler) 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;
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h & casterSpellPower;
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h & spellLevel;
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h & casterSide;
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h & hidden;
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h & nativeVisible;
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h & passable;
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h & trigger;
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h & minimalDamage;
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h & trap;
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h & customSize;
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}
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};
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VCMI_LIB_NAMESPACE_END
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