#pragma once
/*
* Copyright 2010-2016 OpenXcom Developers.
*
* This file is part of OpenXcom.
*
* OpenXcom is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* OpenXcom is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with OpenXcom. If not, see .
*/
#include
#include
#include
namespace OpenXcom
{
/// define article types
enum UfopaediaTypeId {
UFOPAEDIA_TYPE_UNKNOWN = 0,
UFOPAEDIA_TYPE_CRAFT = 1,
UFOPAEDIA_TYPE_CRAFT_WEAPON = 2,
UFOPAEDIA_TYPE_VEHICLE = 3,
UFOPAEDIA_TYPE_ITEM = 4,
UFOPAEDIA_TYPE_ARMOR = 5,
UFOPAEDIA_TYPE_BASE_FACILITY = 6,
UFOPAEDIA_TYPE_TEXTIMAGE = 7,
UFOPAEDIA_TYPE_TEXT = 8,
UFOPAEDIA_TYPE_UFO = 9,
UFOPAEDIA_TYPE_TFTD = 10,
UFOPAEDIA_TYPE_TFTD_CRAFT = 11,
UFOPAEDIA_TYPE_TFTD_CRAFT_WEAPON = 12,
UFOPAEDIA_TYPE_TFTD_VEHICLE = 13,
UFOPAEDIA_TYPE_TFTD_ITEM = 14,
UFOPAEDIA_TYPE_TFTD_ARMOR = 15,
UFOPAEDIA_TYPE_TFTD_BASE_FACILITY = 16,
UFOPAEDIA_TYPE_TFTD_USO = 17
};
/**
* ArticleDefinition is the base class for all article types.
* This class is used to store all information about articles
* required to generate an ArticleState from.
*/
class ArticleDefinition
{
protected:
/// Constructor (protected, so this class cannot be instantiated directly).
ArticleDefinition(UfopaediaTypeId type_id);
public:
/// Destructor.
virtual ~ArticleDefinition();
/// Gets the type of article definition.
UfopaediaTypeId getType() const;
/// Loads the article from YAML.
virtual void load(const YAML::Node& node, int listOrder);
/// Gets the article's list weight.
int getListOrder() const;
std::string id;
std::string title;
std::string section;
std::vector requires;
protected:
UfopaediaTypeId _type_id;
private:
int _listOrder;
};
class ArticleDefinitionRect
{
public:
ArticleDefinitionRect();
void set(int set_x, int set_y, int set_width, int set_height);
int x;
int y;
int width;
int height;
};
/**
* ArticleDefinitionCraft defines articles for craft, e.g. SKYRANGER.
* They have a large background image, a stats block and a description positioned differently.
*/
class ArticleDefinitionCraft : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionCraft();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string image_id;
ArticleDefinitionRect rect_stats;
ArticleDefinitionRect rect_text;
std::string text;
};
/**
* ArticleDefinitionCraftWeapon defines articles for craft weapons, e.g. STINGRAY, AVALANCHE.
* They have a large background image and a stats block.
*/
class ArticleDefinitionCraftWeapon : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionCraftWeapon();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string image_id;
std::string text;
};
/**
* ArticleDefinitionText defines articles with only text, e.g. ALIEN RESEARCH.
*/
class ArticleDefinitionText : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionText();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
};
/**
* ArticleDefinitionTextImage defines articles with text on the left and
* an image on the right side of the screen, e.g. ALIEN LIFEFORMS, UFO COMPONENTS.
*/
class ArticleDefinitionTextImage : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionTextImage();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string image_id;
std::string text;
int text_width;
};
/**
* ArticleDefinitionTextImage defines articles with text on the left and
* an image on the right side of the screen, e.g. ALIEN LIFEFORMS, UFO COMPONENTS.
*/
class ArticleDefinitionTFTD : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionTFTD();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string image_id;
std::string text;
int text_width;
std::string weapon;
};
/**
* ArticleDefinitionBaseFacility defines articles for base facilities, e.g. Access lift.
* They have an image (found in BASEBITS.PCK), a stats block and a description.
*/
class ArticleDefinitionBaseFacility : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionBaseFacility();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
};
/**
* ArticleDefinitionItem defines articles for all Items, e.g. Weapons, Ammo, Equipment, etc.
* They have an image (found in BIGOBS.PCK), an optional stats block, maybe ammo and a description.
*/
class ArticleDefinitionItem : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionItem();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
};
/**
* ArticleDefinitionUfo defines articles for UFOs, e.g. Small Scout, Terror Ship, etc.
* They have an image (found in INTERWIN.DAT), a stats block and a description.
*/
class ArticleDefinitionUfo : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionUfo();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
};
/**
* ArticleDefinitionArmor defines articles for Armor, e.g. Personal Armor, Flying Suit, etc.
* They have an image (found in MAN_*.SPK) and a stats block.
*/
class ArticleDefinitionArmor : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionArmor();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
};
/**
* ArticleDefinitionVehicle defines articles for Vehicles, e.g. Tanks, etc.
* They have a text description and a stats block.
*/
class ArticleDefinitionVehicle : public ArticleDefinition
{
public:
/// Constructor.
ArticleDefinitionVehicle();
/// Loads the article from YAML.
void load(const YAML::Node& node, int listOrder);
std::string text;
std::string weapon;
};
}