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vcmi/lib/mapping/CMapDefines.h
2023-09-10 01:54:55 +02:00

131 lines
3.6 KiB
C++

/*
* CMapDefines.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
VCMI_LIB_NAMESPACE_BEGIN
#include "../ResourceSet.h"
class TerrainType;
class RiverType;
class RoadType;
class CGObjectInstance;
class CGTownInstance;
class JsonSerializeFormat;
/// The map event is an event which e.g. gives or takes resources of a specific
/// amount to/from players and can appear regularly or once a time.
class DLL_LINKAGE CMapEvent
{
public:
CMapEvent();
virtual ~CMapEvent() = default;
bool earlierThan(const CMapEvent & other) const;
bool earlierThanOrEqual(const CMapEvent & other) const;
std::string name;
std::string message;
TResources resources;
ui8 players; // affected players, bit field?
ui8 humanAffected;
ui8 computerAffected;
ui32 firstOccurence;
ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & name;
h & message;
h & resources;
h & players;
h & humanAffected;
h & computerAffected;
h & firstOccurence;
h & nextOccurence;
}
virtual void serializeJson(JsonSerializeFormat & handler);
};
/// The castle event builds/adds buildings/creatures for a specific town.
class DLL_LINKAGE CCastleEvent: public CMapEvent
{
public:
CCastleEvent() = default;
std::set<BuildingID> buildings;
std::vector<si32> creatures;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & static_cast<CMapEvent &>(*this);
h & buildings;
h & creatures;
}
void serializeJson(JsonSerializeFormat & handler) override;
};
/// The terrain tile describes the terrain type and the visual representation of the terrain.
/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
struct DLL_LINKAGE TerrainTile
{
TerrainTile();
/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
bool entrableTerrain(const TerrainTile * from = nullptr) const;
bool entrableTerrain(bool allowLand, bool allowSea) const;
/// Checks for blocking objects and terraint type (water / land).
bool isClear(const TerrainTile * from = nullptr) const;
/// Gets the ID of the top visitable object or -1 if there is none.
Obj topVisitableId(bool excludeTop = false) const;
CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
bool isWater() const;
EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
bool hasFavorableWinds() const;
const TerrainType * terType;
ui8 terView;
const RiverType * riverType;
ui8 riverDir;
const RoadType * roadType;
ui8 roadDir;
/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect
ui8 extTileFlags;
bool visitable;
bool blocked;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h, const int version)
{
h & terType;
h & terView;
h & riverType;
h & riverDir;
h & roadType;
h & roadDir;
h & extTileFlags;
h & visitable;
h & blocked;
h & visitableObjects;
h & blockingObjects;
}
};
VCMI_LIB_NAMESPACE_END