34 void setInt (
int terrain1 = 0,
int terrain2 = 0 );
88 #ifdef _vector_at_broken_
89 int& at(
size_t pos) {
return operator[](pos); };
90 const int& at(
size_t pos)
const {
return operator[](pos); };
93 void read (
tnstream& stream,
int defaultValue,
int moveMalusCount = -1 );
void read(tnstream &stream, int defaultValue, int moveMalusCount=-1)
void write(tnstream &stream) const
write the binary representation of this item to the given stream
Weather(TerrainType *base)
void write(tnstream &stream) const
class TerrainType * pterraintype
TerrainType * terraintype
pointer to the outer structure
Weather * weather[cwettertypennum]
const char * terrainProperty[]
void appendToString(ASCString &text) const
The interface for all kinds of IO stream.
void read(tnstream &stream)
read the binary representation of this item from the given stream
TerrainBits art
the properties defining which unit can move onto this field and which not
void write(tnstream &stream) const
The ASCString class provides an abstract way to manipulate strings.
const int terrainPropertyNum
the number of bits that specify the terrain of a field
void read(tnstream &stream)
TerrainType::MoveMalus move_malus
the movement cost for the various units to move across this field
const OverviewMapImage * getQuickView()
void runTextIO(PropertyContainer &pc)
void runTextIO(PropertyContainer &pc)
registers the properties of this item for loading/writing into asctxt files
This class is used by buildings, vehicles and objects to specify which terrain it can move to / be bu...
the properties of a terrain describing which units can move onto this field and which can't ...
The base class for everything that can be placed on a map field.
ASCString toString(bool brief=true) const
TerrainBits terrainreq
ALL these bits must be set in the terrain.
An abstract base class that provides the interface for all kinds of items that ASC loads from disk...
Surface image
the image of the field
TerrainBits terrainnot
if one of these bits is set, the field will NOT be accessible
ASCString getName() const
int accessible(const TerrainBits &bts) const
checks whether a field with the given terrainbits is accessible.
vector< int > secondaryIDs
when loading a file and these IDs are encountered, this object will be used.
void paint(Surface &s, SPoint pos)
displays the image on the screen coordinates x1/y1
TerrainBits terrainkill
if a terrain is not accessible AND one of these bits is matched, the unit will be destroyed ...
int bi_pict
the image index from the graphic set. -1 if graphics is not from graphic set.
int basicjamming
the view obstraction of the field
void read(tnstream &stream)
read the binary representation of this item from the given stream
void read(tnstream &stream)
void setInt(int terrain1=0, int terrain2=0)
TerrainBits terrain
at least one of these bits must match on of the terrain
void write(tnstream &stream) const
int getMemoryFootprint() const
the image for a TerrainType that is shown on the small map
int getMemoryFootprint() const
TerrainBits getTerrainBitType(TerrainBitTypes tbt)
int defensebonus
the defense bonus for the unit standing on this field.
void runTextIO(PropertyContainer &pc)
registers the properties of this item for loading/writing into asctxt files
void write(tnstream &stream) const
write the binary representation of this item to the given stream
const int cwettertypennum
The number of different weather.
int attackbonus
the attack bonus for the unit standing on this field.