1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280
|
/*
* 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
#include "../ResourceSet.h"
#include "../texts/MetaString.h"
#include "../VCMI_Lib.h"
#include "../TerrainHandler.h"
VCMI_LIB_NAMESPACE_BEGIN
class TerrainType;
class RiverType;
class RoadType;
class CGObjectInstance;
class CGTownInstance;
class JsonSerializeFormat;
/// 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();
virtual ~CMapEvent() = default;
bool occursToday(int currentDay) const;
bool affectsPlayer(PlayerColor player, bool isHuman) const;
std::string name;
MetaString message;
TResources resources;
std::set<PlayerColor> players;
bool humanAffected;
bool computerAffected;
ui32 firstOccurrence;
ui32 nextOccurrence; /// specifies after how many days the event will occur the next time; 0 if event occurs only one time
std::vector<ObjectInstanceID> deletedObjectsInstances;
template <typename Handler>
void serialize(Handler & h)
{
h & name;
h & message;
h & resources;
if (h.version >= Handler::Version::EVENTS_PLAYER_SET)
{
h & players;
}
else
{
ui8 playersMask = 0;
h & playersMask;
for (int i = 0; i < 8; ++i)
if ((playersMask & (1 << i)) != 0)
players.insert(PlayerColor(i));
}
h & humanAffected;
h & computerAffected;
h & firstOccurrence;
h & nextOccurrence;
if(h.version >= Handler::Version::EVENT_OBJECTS_DELETION)
{
h & deletedObjectsInstances;
}
}
virtual void serializeJson(JsonSerializeFormat & handler);
};
/// The castle event builds/adds buildings/creatures for a specific town.
class DLL_LINKAGE CCastleEvent: public CMapEvent
{
public:
CCastleEvent() = default;
std::set<BuildingID> buildings;
std::vector<si32> creatures;
template <typename Handler>
void serialize(Handler & h)
{
h & static_cast<CMapEvent &>(*this);
h & buildings;
h & creatures;
}
void serializeJson(JsonSerializeFormat & handler) override;
};
/// 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.
inline bool entrableTerrain() const;
inline bool entrableTerrain(const TerrainTile * from) const;
inline 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;
inline bool isWater() const;
inline bool isLand() const;
EDiggingStatus getDiggingStatus(bool excludeTop = true) const;
inline bool hasFavorableWinds() const;
inline bool visitable() const;
inline bool blocked() const;
inline const TerrainType * getTerrain() const;
inline const RiverType * getRiver() const;
inline const RoadType * getRoad() const;
inline TerrainId getTerrainID() const;
inline RiverId getRiverID() const;
inline RoadId getRoadID() const;
inline bool hasRiver() const;
inline bool hasRoad() const;
TerrainId terrainType;
RiverId riverType;
RoadId roadType;
ui8 terView;
ui8 riverDir;
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;
std::vector<CGObjectInstance *> visitableObjects;
std::vector<CGObjectInstance *> blockingObjects;
template <typename Handler>
void serialize(Handler & h)
{
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & terrainType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & terrainType;
}
h & terView;
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & riverType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & riverType;
}
h & riverDir;
if (h.version >= Handler::Version::REMOVE_VLC_POINTERS)
{
h & roadType;
}
else
{
bool isNull = false;
h & isNull;
if (!isNull)
h & roadType;
}
h & roadDir;
h & extTileFlags;
if (h.version < Handler::Version::REMOVE_VLC_POINTERS)
{
bool unused = false;
h & unused;
h & unused;
}
h & visitableObjects;
h & blockingObjects;
}
};
inline bool TerrainTile::hasFavorableWinds() const
{
return extTileFlags & 128;
}
inline bool TerrainTile::isWater() const
{
return getTerrain()->isWater();
}
inline bool TerrainTile::isLand() const
{
return getTerrain()->isLand();
}
inline bool TerrainTile::visitable() const
{
return !visitableObjects.empty();
}
inline bool TerrainTile::blocked() const
{
return !blockingObjects.empty();
}
inline bool TerrainTile::hasRiver() const
{
return getRiverID() != RiverId::NO_RIVER;
}
inline bool TerrainTile::hasRoad() const
{
return getRoadID() != RoadId::NO_ROAD;
}
inline const TerrainType * TerrainTile::getTerrain() const
{
return terrainType.toEntity(VLC);
}
inline const RiverType * TerrainTile::getRiver() const
{
return riverType.toEntity(VLC);
}
inline const RoadType * TerrainTile::getRoad() const
{
return roadType.toEntity(VLC);
}
inline TerrainId TerrainTile::getTerrainID() const
{
return terrainType;
}
inline RiverId TerrainTile::getRiverID() const
{
return riverType;
}
inline RoadId TerrainTile::getRoadID() const
{
return roadType;
}
inline bool TerrainTile::entrableTerrain() const
{
return entrableTerrain(true, true);
}
inline bool TerrainTile::entrableTerrain(const TerrainTile * from) const
{
const TerrainType * terrainFrom = from->getTerrain();
return entrableTerrain(terrainFrom->isLand(), terrainFrom->isWater());
}
inline bool TerrainTile::entrableTerrain(bool allowLand, bool allowSea) const
{
const TerrainType * terrain = getTerrain();
return terrain->isPassable() && ((allowSea && terrain->isWater()) || (allowLand && terrain->isLand()));
}
VCMI_LIB_NAMESPACE_END
|