| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117 | /* * 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 onceVCMI_LIB_NAMESPACE_BEGIN/// 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();	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;	}};/// The castle event builds/adds buildings/creatures for a specific town.class DLL_LINKAGE CCastleEvent: public CMapEvent{public:	CCastleEvent();	std::set<BuildingID> buildings;	std::vector<si32> creatures;	CGTownInstance * town;	template <typename Handler>	void serialize(Handler & h, const int version)	{		h & static_cast<CMapEvent &>(*this);		h & buildings;		h & creatures;	}};/// 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;	TerrainType * terType;	ui8 terView;	RiverType * riverType;	ui8 riverDir;	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
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