_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
Describes a field of the map. More...
#include <tile.h>
Public Member Functions | |
unsigned int | getGraphicTile () const |
unsigned char | getCost () const |
unsigned int | getFlag () const |
void | setGraphicTile (unsigned int tile) |
mapfield.cpp - The map field. | |
CMapField () | |
void | Save (CFile &file) const |
void | parse (lua_State *l) |
void | setTileIndex (const CTileset &tileset, unsigned int tileIndex, int value) |
bool | isOpaque () const |
Check if a field is opaque for field of view. More... | |
bool | CheckMask (int mask) const |
Check if a field flags. More... | |
bool | WaterOnMap () const |
Returns true, if water on the map tile field. More... | |
bool | CoastOnMap () const |
Returns true, if coast on the map tile field. More... | |
bool | ForestOnMap () const |
Returns true, if water on the map tile field. More... | |
bool | Cost4OnMap () const |
Returns true, if any terrain resource giving Cost4 on the map tile field. More... | |
bool | Cost5OnMap () const |
Returns true, if any terrain resource giving Cost5 on the map tile field. More... | |
bool | Cost6OnMap () const |
Returns true, if any terrain resource giving Cost6 on the map tile field. More... | |
bool | RockOnMap () const |
Returns true, if coast on the map tile field. More... | |
bool | isDecorative () const |
Returns true if the field should not need mixing with the surroundings. More... | |
bool | isAWall () const |
bool | isHuman () const |
bool | isAHumanWall () const |
bool | isAOrcWall () const |
bool | IsTerrainResourceOnMap (int resource) const |
bool | IsTerrainResourceOnMap () const |
Public Attributes | |
unsigned int | Flags |
graphic tile number More... | |
unsigned int | Value |
unit cost to move in this tile More... | |
CUnitCache | UnitCache |
HP for walls/Wood Regeneration, value of stored resource for forest or harvestable terrain. More... | |
CMapFieldPlayerInfo | playerInfo |
A unit on the map field. More... | |
Describes a field of the map.
#include "tile.h"
This is the tile number, that the player sitting on the computer currently knows. Idea: Can be uses for illusions.
CMapFieldPlayerInfo::Visible[]
Counter how many units of the player can see this field. 0 the field is not explored, 1 explored, n-1 unit see it. Currently no more than 253 units can see a field.
CMapFieldPlayerInfo::VisCloak[]
Visiblity for cloaking.
Visiblity for radar.
CMapFieldPlayerInfo::RadarJammer[]
Jamming capabilities.
#include "tile.h"
This class contains all information about a field on map. It contains its look, properties and content.
The map-field class members:
CMapField::Tile
Tile is number defining the graphic image display for the map-field. 65535 different tiles are supported. A tile is currently 32x32 pixels. In the future is planned to support animated tiles.
Contains special information of that tile. What units are on this field, what units could be placed on this field.
This is the list of all flags currently used:
::MapFieldVisible field is visible. ::MapFieldExplored field is explored. MapFieldHuman human player is the owner of the field used for walls. MapFieldLandAllowed land units are allowed. MapFieldCoastAllowed coast units (transporter) and coast buildings (shipyard) are allowed. MapFieldWaterAllowed water units allowed. MapFieldNoBuilding no buildings allowed. MapFieldUnpassable field is movement blocked. MapFieldWall field contains wall. MapFieldRocks field contains rocks. MapFieldForest field contains forest or other harvestable resource MapFieldLandUnit land unit on field. MapFieldAirUnit air unit on field. MapFieldSeaUnit water unit on field. MapFieldBuilding building on field.
Note: We want to add support for more unit-types like under ground units.
CMapField::Cost
Unit cost to move in this tile.
Extra value for each tile. This currently only used for walls, contains the remaining hit points of the wall and for forest, contains the frames until they grow.
Contains a vector of all units currently on this field. Note: currently units are only inserted at the insert point. This means units of the size of 2x2 fields are inserted at the top and right most map coordinate.
CMapField::CMapField | ( | ) |
bool CMapField::CheckMask | ( | int | mask | ) | const |
Check if a field flags.
bool CMapField::CoastOnMap | ( | ) | const |
Returns true, if coast on the map tile field.
bool CMapField::Cost4OnMap | ( | ) | const |
Returns true, if any terrain resource giving Cost4 on the map tile field.
Returns true, if any terrain resource giving Cost4 on the map tile field Cannot use CheckMask, since two bits need to be tested.
bool CMapField::Cost5OnMap | ( | ) | const |
Returns true, if any terrain resource giving Cost5 on the map tile field.
Returns true, if any terrain resource giving Cost5 on the map tile field Cannot use CheckMask, since two bits need to be tested.
bool CMapField::Cost6OnMap | ( | ) | const |
Returns true, if any terrain resource giving Cost6 on the map tile field.
Returns true, if any terrain resource giving Cost6 on the map tile field Cannot use CheckMask, since two bits need to be tested.
bool CMapField::ForestOnMap | ( | ) | const |
Returns true, if water on the map tile field.
Returns true, if forest on the map tile field.
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bool CMapField::isAHumanWall | ( | ) | const |
bool CMapField::isAOrcWall | ( | ) | const |
bool CMapField::isAWall | ( | ) | const |
bool CMapField::isDecorative | ( | ) | const |
Returns true if the field should not need mixing with the surroundings.
bool CMapField::isHuman | ( | ) | const |
bool CMapField::isOpaque | ( | ) | const |
Check if a field is opaque for field of view.
Check if a field is opaque We check not only MapFieldOpaque flag because some field types (f.e. forest/rock/wall) may be set in the FieldOfView as opaque as well.
bool CMapField::IsTerrainResourceOnMap | ( | ) | const |
bool CMapField::IsTerrainResourceOnMap | ( | int | resource | ) | const |
void CMapField::parse | ( | lua_State * | l | ) |
bool CMapField::RockOnMap | ( | ) | const |
Returns true, if coast on the map tile field.
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inline |
bool CMapField::WaterOnMap | ( | ) | const |
Returns true, if water on the map tile field.
unsigned int CMapField::Flags |
graphic tile number
CMapFieldPlayerInfo CMapField::playerInfo |
A unit on the map field.
CUnitCache CMapField::UnitCache |
HP for walls/Wood Regeneration, value of stored resource for forest or harvestable terrain.
unsigned int CMapField::Value |
unit cost to move in this tile