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vcmi/lib/mapping/CMapDefines.h
Ivan Savenko dfe8a95f8c Fix build
2025-01-04 15:09:50 +00:00

281 lines
6.4 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
#include "../ResourceSet.h"
#include "../texts/MetaString.h"
#include "../VCMI_Lib.h"
#include "../TerrainHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
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 occursToday(int currentDay) const;
bool affectsPlayer(PlayerColor player, bool isHuman) const;
std::string name;
MetaString message;
TResources resources;
std::set<PlayerColor> players;
bool humanAffected;
bool computerAffected;
ui32 firstOccurrence;
ui32 nextOccurrence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
std::vector<ObjectInstanceID> deletedObjectsInstances;
template <typename Handler>
void serialize(Handler & h)
{
h & name;
h & message;
h & resources;
if (h.version >= Handler::Version::EVENTS_PLAYER_SET)
{
h & players;
}
else
{
ui8 playersMask = 0;
h & playersMask;
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
h & humanAffected;
h & computerAffected;
h & firstOccurrence;
h & nextOccurrence;
if(h.version >= Handler::Version::EVENT_OBJECTS_DELETION)
{
h & deletedObjectsInstances;
}
}
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)
{
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.
inline bool entrableTerrain() const;
inline bool entrableTerrain(const TerrainTile * from) const;
inline 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;
inline bool isWater() const;
inline bool isLand() const;
EDiggingStatus getDiggingStatus(bool excludeTop = true) const;
inline bool hasFavorableWinds() const;
inline bool visitable() const;
inline bool blocked() const;
inline const TerrainType * getTerrain() const;
inline const RiverType * getRiver() const;
inline const RoadType * getRoad() const;
inline TerrainId getTerrainID() const;
inline RiverId getRiverID() const;
inline RoadId getRoadID() const;
inline bool hasRiver() const;
inline bool hasRoad() const;
TerrainId terrainType;
RiverId riverType;
RoadId roadType;
ui8 terView;
ui8 riverDir;
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;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h)
{
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & terrainType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & terrainType;
}
h & terView;
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & riverType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & riverType;
}
h & riverDir;
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & roadType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & roadType;
}
h & roadDir;
h & extTileFlags;
if (h.version < Handler::Version::REMOVE_VLC_POINTERS)
{
bool unused = false;
h & unused;
h & unused;
}
h & visitableObjects;
h & blockingObjects;
}
};
inline bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
inline bool TerrainTile::isWater() const
{
return getTerrain()->isWater();
}
inline bool TerrainTile::isLand() const
{
return getTerrain()->isLand();
}
inline bool TerrainTile::visitable() const
{
return !visitableObjects.empty();
}
inline bool TerrainTile::blocked() const
{
return !blockingObjects.empty();
}
inline bool TerrainTile::hasRiver() const
{
return getRiverID() != RiverId::NO_RIVER;
}
inline bool TerrainTile::hasRoad() const
{
return getRoadID() != RoadId::NO_ROAD;
}
inline const TerrainType * TerrainTile::getTerrain() const
{
return terrainType.toEntity(VLC);
}
inline const RiverType * TerrainTile::getRiver() const
{
return riverType.toEntity(VLC);
}
inline const RoadType * TerrainTile::getRoad() const
{
return roadType.toEntity(VLC);
}
inline TerrainId TerrainTile::getTerrainID() const
{
return terrainType;
}
inline RiverId TerrainTile::getRiverID() const
{
return riverType;
}
inline RoadId TerrainTile::getRoadID() const
{
return roadType;
}
inline bool TerrainTile::entrableTerrain() const
{
return entrableTerrain(true, true);
}
inline bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
const TerrainType * terrainFrom = from->getTerrain();
return entrableTerrain(terrainFrom->isLand(), terrainFrom->isWater());
}
inline bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
const TerrainType * terrain = getTerrain();
return terrain->isPassable() && ((allowSea && terrain->isWater()) || (allowLand && terrain->isLand()));
}
VCMI_LIB_NAMESPACE_END