/* * Copyright (c) 2010-2017 OTClient * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ #ifndef TILE_H #define TILE_H #include "declarations.h" #include "mapview.h" #include "effect.h" #include "creature.h" #include "item.h" #include enum tileflags_t { TILESTATE_NONE = 0, TILESTATE_PROTECTIONZONE = 1 << 0, TILESTATE_TRASHED = 1 << 1, TILESTATE_OPTIONALZONE = 1 << 2, TILESTATE_NOLOGOUT = 1 << 3, TILESTATE_HARDCOREZONE = 1 << 4, TILESTATE_REFRESH = 1 << 5, // internal usage TILESTATE_HOUSE = 1 << 6, TILESTATE_TELEPORT = 1 << 17, TILESTATE_MAGICFIELD = 1 << 18, TILESTATE_MAILBOX = 1 << 19, TILESTATE_TRASHHOLDER = 1 << 20, TILESTATE_BED = 1 << 21, TILESTATE_DEPOT = 1 << 22, TILESTATE_TRANSLUECENT_LIGHT = 1 << 23, TILESTATE_LAST = 1 << 24 }; class Tile : public LuaObject { public: enum { MAX_THINGS = 10 }; Tile(const Position& position); void draw(const Point& dest, float scaleFactor, int drawFlags, LightView *lightView = nullptr); public: void clean(); void addWalkingCreature(const CreaturePtr& creature); void removeWalkingCreature(const CreaturePtr& creature); void addThing(const ThingPtr& thing, int stackPos); bool removeThing(ThingPtr thing); ThingPtr getThing(int stackPos); EffectPtr getEffect(uint16 id); bool hasThing(const ThingPtr& thing); int getThingStackPos(const ThingPtr& thing); ThingPtr getTopThing(); ThingPtr getTopLookThing(); ThingPtr getTopUseThing(); CreaturePtr getTopCreature(); ThingPtr getTopMoveThing(); ThingPtr getTopMultiUseThing(); const Position& getPosition() { return m_position; } int getDrawElevation() { return m_drawElevation; } std::vector getItems(); std::vector getCreatures(); std::vector getWalkingCreatures() { return m_walkingCreatures; } std::vector getThings() { return m_things; } ItemPtr getGround(); int getGroundSpeed(); uint8 getMinimapColorByte(); int getThingCount() { return m_things.size() + m_effects.size(); } bool isPathable(); bool isWalkable(bool ignoreCreatures = false); bool isFullGround(); bool isFullyOpaque(); bool isSingleDimension(); bool isLookPossible(); bool isClickable(); bool isEmpty(); bool isDrawable(); bool hasTranslucentLight() { return m_flags & TILESTATE_TRANSLUECENT_LIGHT; } bool mustHookSouth(); bool mustHookEast(); bool hasCreature(); bool limitsFloorsView(bool isFreeView = false); bool canErase(); int getElevation() const; bool hasElevation(int elevation = 1); void overwriteMinimapColor(uint8 color) { m_minimapColor = color; } void remFlag(uint32 flag) { m_flags &= ~flag; } void setFlag(uint32 flag) { m_flags |= flag; } void setFlags(uint32 flags) { m_flags = flags; } bool hasFlag(uint32 flag) { return (m_flags & flag) == flag; } uint32 getFlags() { return m_flags; } void setHouseId(uint32 hid) { m_houseId = hid; } uint32 getHouseId() { return m_houseId; } bool isHouseTile() { return m_houseId != 0 && (m_flags & TILESTATE_HOUSE) == TILESTATE_HOUSE; } void select() { m_selected = true; } void unselect() { m_selected = false; } bool isSelected() { return m_selected; } TilePtr asTile() { return static_self_cast(); } private: void checkTranslucentLight(); stdext::packed_vector m_walkingCreatures; stdext::packed_vector m_effects; // leave this outside m_things because it has no stackpos. stdext::packed_vector m_things; Position m_position; uint8 m_drawElevation; uint8 m_minimapColor; uint32 m_flags, m_houseId; stdext::boolean m_selected; }; #endif