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https://github.com/vcmi/vcmi.git
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b3c17d2788
- completely replaced CLodHandler, removed bitmaph and spriteh - replaced CLodStream in favour of CCompressedStream (2 new files) - renamed CResourceLoaderFactory and ResourceIndetifier to shorter names NOTES: - campaign loading is currently broken. Will fix. - I am going to remove several unused files in several days (e.g. LodHandler)
63 lines
1.7 KiB
C++
63 lines
1.7 KiB
C++
#pragma once
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#include "../lib/ConstTransitivePtr.h"
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/*
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* CDefObjInfoHandler.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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class CDefEssential;
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class DLL_LINKAGE CGDefInfo
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{
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public:
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std::string name;
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ui8 visitMap[6];
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ui8 blockMap[6];
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ui8 coverageMap[6], shadowCoverage[6]; //to determine which tiles are covered by picture of this object
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ui8 visitDir; //directions from which object can be entered, format same as for moveDir in CGHeroInstance(but 0 - 7)
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si32 id, subid; //of object described by this defInfo
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si32 terrainAllowed, //on which terrain it is possible to place object
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terrainMenu; //in which menus in map editor object will be showed
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si32 width, height; //tiles
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si32 type; //(0- ground, 1- towns, 2-creatures, 3- heroes, 4-artifacts, 5- resources)
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si32 printPriority;
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bool isVisitable() const;
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bool operator<(const CGDefInfo& por) const
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{
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if(id!=por.id)
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return id<por.id;
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else
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return subid<por.subid;
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}
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & name & visitMap & blockMap & visitDir & id & subid &terrainAllowed
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& terrainMenu & width & height & type & printPriority & coverageMap & shadowCoverage;
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}
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CGDefInfo();
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void fetchInfoFromMSK();
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};
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class DLL_LINKAGE CDefObjInfoHandler
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{
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public:
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bmap<int, bmap<int, ConstTransitivePtr<CGDefInfo> > > gobjs;
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bmap<int, ConstTransitivePtr<CGDefInfo> > castles;
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void load();
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~CDefObjInfoHandler();
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template <typename Handler> void serialize(Handler &h, const int version)
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{
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h & gobjs;
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h & castles;
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}
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};
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