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vcmi/lib/rmg/CRmgTemplateZone.h

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/*
* CRmgTemplateZone.h, part of VCMI engine
*
* Authors: listed in file AUTHORS in main folder
*
* License: GNU General Public License v2.0 or later
* Full text of license available in license.txt file, in main folder
*
*/
#pragma once
#include "../GameConstants.h"
#include "CMapGenerator.h"
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#include "float3.h"
#include "../int3.h"
class CMapGenerator;
class CTileInfo;
class int3;
class CGObjectInstance;
namespace ETemplateZoneType
{
enum ETemplateZoneType
{
PLAYER_START,
CPU_START,
TREASURE,
JUNCTION
};
}
class DLL_LINKAGE CTileInfo
{
public:
CTileInfo();
int getNearestObjectDistance() const;
void setNearestObjectDistance(int value);
bool isBlocked() const;
bool shouldBeBlocked() const;
bool isPossible() const;
bool isFree() const;
void setOccupied(ETileType::ETileType value);
ETerrainType getTerrainType() const;
void setTerrainType(ETerrainType value);
private:
int nearestObjectDistance;
ETileType::ETileType occupied;
ETerrainType terrain;
};
/// The CRmgTemplateZone describes a zone in a template.
class DLL_LINKAGE CRmgTemplateZone
{
public:
class DLL_LINKAGE CTownInfo
{
public:
CTownInfo();
int getTownCount() const; /// Default: 0
void setTownCount(int value);
int getCastleCount() const; /// Default: 0
void setCastleCount(int value);
int getTownDensity() const; /// Default: 0
void setTownDensity(int value);
int getCastleDensity() const; /// Default: 0
void setCastleDensity(int value);
private:
int townCount, castleCount, townDensity, castleDensity;
};
CRmgTemplateZone();
TRmgTemplateZoneId getId() const; /// Default: 0
void setId(TRmgTemplateZoneId value);
ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
void setType(ETemplateZoneType::ETemplateZoneType value);
int getSize() const; /// Default: 1
void setSize(int value);
boost::optional<int> getOwner() const;
void setOwner(boost::optional<int> value);
const CTownInfo & getPlayerTowns() const;
void setPlayerTowns(const CTownInfo & value);
const CTownInfo & getNeutralTowns() const;
void setNeutralTowns(const CTownInfo & value);
bool getTownsAreSameType() const; /// Default: false
void setTownsAreSameType(bool value);
const std::set<TFaction> & getTownTypes() const; /// Default: all
void setTownTypes(const std::set<TFaction> & value);
std::set<TFaction> getDefaultTownTypes() const;
bool getMatchTerrainToTown() const; /// Default: true
void setMatchTerrainToTown(bool value);
const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
void setTerrainTypes(const std::set<ETerrainType> & value);
std::set<ETerrainType> getDefaultTerrainTypes() const;
boost::optional<TRmgTemplateZoneId> getTerrainTypeLikeZone() const;
void setTerrainTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
boost::optional<TRmgTemplateZoneId> getTownTypeLikeZone() const;
void setTownTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
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float3 getCenter() const;
void setCenter(const float3 &f);
int3 getPos() const;
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void setPos(const int3 &pos);
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void addTile (const int3 &pos);
std::set<int3> getTileInfo () const;
void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0);
void addMonster(CMapGenerator* gen, int3 &pos, si32 strength);
bool createTreasurePile (CMapGenerator* gen, int3 &pos);
bool fill(CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone);
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void addConnection(TRmgTemplateZoneId otherZone);
std::vector<TRmgTemplateZoneId> getConnections() const;
private:
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//template info
TRmgTemplateZoneId id;
ETemplateZoneType::ETemplateZoneType type;
int size;
boost::optional<int> owner;
CTownInfo playerTowns, neutralTowns;
bool townsAreSameType;
std::set<TFaction> townTypes;
bool matchTerrainToTown;
std::set<ETerrainType> terrainTypes;
boost::optional<TRmgTemplateZoneId> terrainTypeLikeZone, townTypeLikeZone;
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//content info
std::vector<int3> shape; //TODO: remove
std::vector<std::pair<CGObjectInstance*, ui32>> requiredObjects;
std::vector<CGObjectInstance*> objects;
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//placement info
int3 pos;
float3 center;
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std::set<int3> tileinfo; //irregular area assined to zone
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std::vector<TRmgTemplateZoneId> connections; //list of adjacent zones
std::map<TRmgTemplateZoneId, bool> alreadyConnected; //TODO: allow multiple connections between two zones?
bool pointIsIn(int x, int y);
bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str);
};