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f386f42166
# Conflicts: # lib/Terrain.cpp # lib/Terrain.h # lib/battle/CBattleInfoEssentials.cpp # lib/rmg/ObstaclePlacer.cpp # lib/rmg/RiverPlacer.cpp
118 lines
3.3 KiB
C++
118 lines
3.3 KiB
C++
/*
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* CMapDefines.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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VCMI_LIB_NAMESPACE_BEGIN
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/// The map event is an event which e.g. gives or takes resources of a specific
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/// amount to/from players and can appear regularly or once a time.
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class DLL_LINKAGE CMapEvent
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{
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public:
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CMapEvent();
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bool earlierThan(const CMapEvent & other) const;
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bool earlierThanOrEqual(const CMapEvent & other) const;
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std::string name;
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std::string message;
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TResources resources;
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ui8 players; // affected players, bit field?
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ui8 humanAffected;
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ui8 computerAffected;
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ui32 firstOccurence;
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ui32 nextOccurence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & name;
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h & message;
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h & resources;
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h & players;
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h & humanAffected;
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h & computerAffected;
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h & firstOccurence;
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h & nextOccurence;
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}
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};
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/// The castle event builds/adds buildings/creatures for a specific town.
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class DLL_LINKAGE CCastleEvent: public CMapEvent
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{
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public:
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CCastleEvent();
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std::set<BuildingID> buildings;
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std::vector<si32> creatures;
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CGTownInstance * town;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & static_cast<CMapEvent &>(*this);
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h & buildings;
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h & creatures;
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}
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};
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/// The terrain tile describes the terrain type and the visual representation of the terrain.
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/// Furthermore the struct defines whether the tile is visitable or/and blocked and which objects reside in it.
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struct DLL_LINKAGE TerrainTile
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{
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TerrainTile();
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/// Gets true if the terrain is not a rock. If from is water/land, same type is also required.
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bool entrableTerrain(const TerrainTile * from = nullptr) const;
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bool entrableTerrain(bool allowLand, bool allowSea) const;
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/// Checks for blocking objects and terraint type (water / land).
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bool isClear(const TerrainTile * from = nullptr) const;
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/// Gets the ID of the top visitable object or -1 if there is none.
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Obj topVisitableId(bool excludeTop = false) const;
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CGObjectInstance * topVisitableObj(bool excludeTop = false) const;
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bool isWater() const;
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EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
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bool hasFavorableWinds() const;
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TerrainType * terType;
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ui8 terView;
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RiverType * riverType;
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ui8 riverDir;
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RoadType * roadType;
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ui8 roadDir;
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/// first two bits - how to rotate terrain graphic (next two - river graphic, next two - road);
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/// 7th bit - whether tile is coastal (allows disembarking if land or block movement if water); 8th bit - Favorable Winds effect
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ui8 extTileFlags;
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bool visitable;
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bool blocked;
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std::vector<CGObjectInstance *> visitableObjects;
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std::vector<CGObjectInstance *> blockingObjects;
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template <typename Handler>
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void serialize(Handler & h, const int version)
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{
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h & terType;
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h & terView;
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h & riverType;
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h & riverDir;
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h & roadType;
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h & roadDir;
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h & extTileFlags;
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h & visitable;
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h & blocked;
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h & visitableObjects;
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h & blockingObjects;
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}
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};
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VCMI_LIB_NAMESPACE_END
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