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- #pragma once
- #include "BattleHex.h"
- /*
- * CObstacleInstance.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
- *
- */
- struct CObstacleInfo;
- struct DLL_LINKAGE CObstacleInstance
- {
- BattleHex pos; //position on battlefield, typically left bottom corner
- ui8 obstacleType; //if true, then position is meaningless
- si32 uniqueID;
- si32 ID; //ID of obstacle (defines type of it)
- enum EObstacleType
- {
- //ABSOLUTE needs an underscore because it's a Win
- USUAL, ABSOLUTE_OBSTACLE, QUICKSAND, LAND_MINE, FORCE_FIELD, FIRE_WALL, MOAT
- };
- //used only for spell-created obstacles
- CObstacleInstance();
- virtual ~CObstacleInstance();
- //bool spellGenerated() const;
- const CObstacleInfo &getInfo() const; //allowed only when not generated by spell (usual or absolute)
- std::vector<BattleHex> getBlockedTiles() const;
- std::vector<BattleHex> getStoppingTile() const; //hexes that will stop stack move
- //The two functions below describe how the obstacle affects affected tiles
- //additional effects (like hurting stack or disappearing) are hardcoded for appropriate obstacleTypes
- bool blocksTiles() const;
- bool stopsMovement() const; //if unit stepping onto obstacle, can't continue movement (in general, doesn't checks for the side)
- virtual std::vector<BattleHex> getAffectedTiles() const;
- virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
- virtual void battleTurnPassed(){};
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & ID & pos & obstacleType & uniqueID;
- }
- };
- struct DLL_LINKAGE MoatObstacle : CObstacleInstance
- {
- virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
- };
- struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
- {
- si8 turnsRemaining;
- si8 casterSpellPower;
- si8 spellLevel;
- si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
- si8 visibleForAnotherSide;
- SpellCreatedObstacle();
- virtual std::vector<BattleHex> getAffectedTiles() const OVERRIDE; //for special effects (not blocking)
- virtual bool visibleForSide(ui8 side, bool hasNativeStack) const OVERRIDE; //0 attacker
- virtual void battleTurnPassed() OVERRIDE;
- template <typename Handler> void serialize(Handler &h, const int version)
- {
- h & static_cast<CObstacleInstance&>(*this);
- h & turnsRemaining & casterSpellPower & spellLevel & casterSide & visibleForAnotherSide;
- }
- };
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