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Stratagus
2.2.7
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_________ __ __ / _____// |_____________ _/ |______ ____ __ __ ______ \_____ \\ __\_ __ \__ \\ __\__ \ / ___\| | \/ ___/ / \| | | | \// __ \| | / __ \_/ /_/ > | /\___ \ /_______ /|__| |__| (____ /__| (____ /\___ /|____//____ > \/ \/ \//_____/ \/ ______________________ ______________________ T H E W A R B E G I N S Stratagus - A free fantasy real time strategy game engine
#include <tile.h>
Public Member Functions | |
CMapField () | |
bool | IsExplored (const unsigned int player_index) const |
A unit on the map field. | |
Public Attributes | |
unsigned short | Tile |
unsigned short | SeenTile |
graphic tile number | |
unsigned short | Flags |
last seen tile (FOW) | |
unsigned char | Cost |
field flags | |
unsigned char | Value |
unit cost to move in this tile | |
unsigned short | Visible [PlayerMax] |
HP for walls/ Wood Regeneration. | |
unsigned char | VisCloak [PlayerMax] |
Seen counter 0 unexplored. | |
unsigned char | Radar [PlayerMax] |
Visiblity for cloaking. | |
unsigned char | RadarJammer [PlayerMax] |
Visiblity for radar. | |
CUnitCache | UnitCache |
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:
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.
This is the tile number, that the player sitting on the computer currently knows. Idea: Can be uses for illusions.
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. 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.
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.
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.
Visiblity for cloaking.
Visiblity for radar.
Jamming capabilities.
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 | ( | ) | [inline] |
bool CMapField::IsExplored | ( | const unsigned int | player_index | ) | const [inline] |
A unit on the map field.
Check if a field for the user is explored.
unsigned short CMapField::Tile |
unsigned short CMapField::SeenTile |
graphic tile number
unsigned short CMapField::Flags |
last seen tile (FOW)
unsigned char CMapField::Cost |
field flags
unsigned char CMapField::Value |
unit cost to move in this tile
unsigned short CMapField::Visible[PlayerMax] |
HP for walls/ Wood Regeneration.
unsigned char CMapField::VisCloak[PlayerMax] |
Seen counter 0 unexplored.
unsigned char CMapField::Radar[PlayerMax] |
Visiblity for cloaking.
unsigned char CMapField::RadarJammer[PlayerMax] |
Visiblity for radar.
Jamming capabilities.