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- /*
- * 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
- /// 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 & message & resources
- & players & humanAffected & computerAffected & firstOccurence & 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 & 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;
- bool isCoastal() const;
- EDiggingStatus getDiggingStatus(const bool excludeTop = true) const;
- bool hasFavourableWinds() const;
- ETerrainType terType;
- ui8 terView;
- ERiverType::ERiverType riverType;
- ui8 riverDir;
- ERoadType::ERoadType 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 - Favourable 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 & terView & riverType & riverDir & roadType &roadDir & extTileFlags;
- h & visitable & blocked;
- h & visitableObjects & blockingObjects;
- }
- };
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