/* * Zone.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 "float3.h" #include "../int3.h" #include "../CRandomGenerator.h" #include "CRmgTemplate.h" #include "RmgArea.h" #include "RmgPath.h" #include "RmgObject.h" #include "modificators/Modificator.h" //uncomment to generate dumps afger every step of map generation //#define RMG_DUMP VCMI_LIB_NAMESPACE_BEGIN class RmgMap; class CMapGenerator; class Modificator; class CRandomGenerator; extern const std::function AREA_NO_FILTER; typedef std::list> TModificators; class Zone : public rmg::ZoneOptions { public: Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & rand); Zone(const Zone &) = delete; void setOptions(const rmg::ZoneOptions & options); bool isUnderground() const; float3 getCenter() const; void setCenter(const float3 &f); int3 getPos() const; void setPos(const int3 &pos); const rmg::Area & getArea() const; rmg::Area & area(); rmg::Area & areaPossible(); rmg::Area & freePaths(); rmg::Area & areaUsed(); void initFreeTiles(); void clearTiles(); void fractalize(); FactionID getTownType() const; void setTownType(FactionID town); TerrainId getTerrainType() const; void setTerrainType(TerrainId terrain); void connectPath(const rmg::Path & path); rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const std::function & areafilter = AREA_NO_FILTER) const; rmg::Path searchPath(const int3 & src, bool onlyStraight, const std::function & areafilter = AREA_NO_FILTER) const; rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const; TModificators getModificators(); template T* getModificator() { for(auto & m : modificators) if(auto * mm = dynamic_cast(m.get())) return mm; return nullptr; } template void addModificator() { modificators.emplace_back(new T(*this, map, generator)); } void initModificators(); CRandomGenerator & getRand(); public: boost::recursive_mutex areaMutex; using Lock = boost::unique_lock; protected: CMapGenerator & generator; CRandomGenerator rand; RmgMap & map; TModificators modificators; bool finished; //placement info int3 pos; float3 center; rmg::Area dArea; //irregular area assined to zone rmg::Area dAreaPossible; rmg::Area dAreaFree; //core paths of free tiles that all other objects will be linked to rmg::Area dAreaUsed; std::vector possibleQuestArtifactPos; //template info FactionID townType; TerrainId terrainType; }; VCMI_LIB_NAMESPACE_END