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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;
 
- 		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;
 
- 	Terrain terType;
 
- 	ui8 terView;
 
- 	std::string riverType;
 
- 	ui8 riverDir;
 
- 	std::string 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;
 
- 	}
 
- };
 
 
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