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/*
* 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
*
*/
#pragma once
#include "BattleHex.h"
struct CObstacleInfo;
class ObstacleChanges;
class JsonSerializeFormat;
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, SPELL_CREATED, MOAT
};
CObstacleInstance();
virtual ~CObstacleInstance();
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
virtual bool blocksTiles() const;
virtual bool stopsMovement() const; //if unit stepping onto obstacle, can't continue movement (in general, doesn't checks for the side)
virtual bool triggersEffects() const;
virtual std::vector<BattleHex> getAffectedTiles() const;
virtual bool visibleForSide(ui8 side, bool hasNativeStack) const; //0 attacker
virtual void battleTurnPassed(){};
virtual int getAnimationYOffset(int imageHeight) const;
template <typename Handler> void serialize(Handler &h, const int version)
{
h & ID;
h & pos;
h & obstacleType;
h & uniqueID;
}
};
struct DLL_LINKAGE MoatObstacle : CObstacleInstance
{
std::vector<BattleHex> getAffectedTiles() const override; //for special effects (not blocking)
};
struct DLL_LINKAGE SpellCreatedObstacle : CObstacleInstance
{
int32_t turnsRemaining;
int32_t casterSpellPower;
int32_t spellLevel;
si8 casterSide; //0 - obstacle created by attacker; 1 - by defender
bool hidden;
bool passable;
bool trigger;
bool trap;
bool removeOnTrigger;
bool revealed;
std::string appearAnimation;
std::string animation;
int animationYOffset;
std::vector<BattleHex> customSize;
SpellCreatedObstacle();
std::vector<BattleHex> getAffectedTiles() const override;
bool visibleForSide(ui8 side, bool hasNativeStack) const override;
bool blocksTiles() const override;
bool stopsMovement() const override;
bool triggersEffects() const override;
void battleTurnPassed() override;
int getAnimationYOffset(int imageHeight) const override;
void toInfo(ObstacleChanges & info);
void fromInfo(const ObstacleChanges & info);
void serializeJson(JsonSerializeFormat & handler);
template <typename Handler> void serialize(Handler &h, const int version)
{
h & static_cast<CObstacleInstance&>(*this);
h & turnsRemaining;
h & casterSpellPower;
h & spellLevel;
h & casterSide;
h & hidden;
h & passable;
h & trigger;
h & trap;
h & customSize;
}
};
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