/* * 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" #include "float3.h" #include "../int3.h" #include "../ResourceSet.h" //for TResource (?) #include "../mapObjects/ObjectTemplate.h" class CMapGenerator; class CTileInfo; class int3; class CGObjectInstance; class ObjectTemplate; 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; bool isUsed() const; void setOccupied(ETileType::ETileType value); ETerrainType getTerrainType() const; void setTerrainType(ETerrainType value); private: int nearestObjectDistance; ETileType::ETileType occupied; ETerrainType terrain; }; class DLL_LINKAGE CTreasureInfo { public: ui32 min; ui32 max; ui16 density; ui16 threshold; //how much must RNG roll to pick that zone }; struct DLL_LINKAGE ObjectInfo { ObjectTemplate templ; ui32 value; ui16 probability; std::function generateObject; void setTemplate (si32 type, si32 subtype, ETerrainType terrain); }; struct DLL_LINKAGE CTreasurePileInfo { std::set visitableFromBottomPositions; //can be visited only from bottom or side std::set visitableFromTopPositions; //they can be visited from any direction std::set blockedPositions; std::set occupiedPositions; //blocked + visitable int3 nextTreasurePos; }; /// 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 getOwner() const; void setOwner(boost::optional 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 & getTownTypes() const; /// Default: all void setTownTypes(const std::set & value); std::set getDefaultTownTypes() const; bool getMatchTerrainToTown() const; /// Default: true void setMatchTerrainToTown(bool value); const std::set & getTerrainTypes() const; /// Default: all void setTerrainTypes(const std::set & value); std::set getDefaultTerrainTypes() const; void setMinesAmount (TResource res, ui16 amount); std::map getMinesInfo() const; void setMonsterStrength (EMonsterStrength::EMonsterStrength val); float3 getCenter() const; void setCenter(const float3 &f); int3 getPos() const; void setPos(const int3 &pos); void addTile (const int3 &pos); std::set getTileInfo () const; void discardDistantTiles (CMapGenerator* gen, float distance); void addRequiredObject(CGObjectInstance * obj, si32 guardStrength=0); bool addMonster(CMapGenerator* gen, int3 &pos, si32 strength, bool clearSurroundingTiles = true); bool createTreasurePile (CMapGenerator* gen, int3 &pos); bool fill (CMapGenerator* gen); bool placeMines (CMapGenerator* gen); void initTownType (CMapGenerator* gen); void paintZoneTerrain (CMapGenerator* gen, ETerrainType terrainType); void initTerrainType (CMapGenerator* gen); void createBorder(CMapGenerator* gen); void fractalize(CMapGenerator* gen); bool createRequiredObjects(CMapGenerator* gen); void createTreasures(CMapGenerator* gen); void createObstacles(CMapGenerator* gen); bool crunchPath (CMapGenerator* gen, const int3 &src, const int3 &dst, TRmgTemplateZoneId zone, std::set* clearedTiles = nullptr); std::vector getAccessibleOffsets (CMapGenerator* gen, CGObjectInstance* object); void setTotalDensity (ui16 val); ui16 getTotalDensity () const; void addConnection(TRmgTemplateZoneId otherZone); std::vector getConnections() const; void addTreasureInfo(CTreasureInfo & info); std::vector getTreasureInfo(); std::set* getFreePaths(); ObjectInfo getRandomObject (CMapGenerator* gen, CTreasurePileInfo &info, ui32 value); void placeAndGuardObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos, si32 str); private: //template info TRmgTemplateZoneId id; ETemplateZoneType::ETemplateZoneType type; int size; boost::optional owner; CTownInfo playerTowns, neutralTowns; bool townsAreSameType; std::set townTypes; bool matchTerrainToTown; std::set terrainTypes; std::map mines; //obligatory mines to spawn in this zone si32 townType; ETerrainType terrainType; EMonsterStrength::EMonsterStrength zoneMonsterStrength; ui16 totalDensity; std::vector treasureInfo; std::vector possibleObjects; std::vector possibleObstacles; //content info std::vector> requiredObjects; std::vector objects; //placement info int3 pos; float3 center; std::set tileinfo; //irregular area assined to zone std::vector connections; //list of adjacent zones std::set freePaths; //core paths of free tiles that all other objects will be linked to bool pointIsIn(int x, int y); void addAllPossibleObjects (CMapGenerator* gen); //add objects, including zone-specific, to possibleObjects bool isAccessibleFromAnywhere (CMapGenerator* gen, ObjectTemplate &appearance, int3 &tile, std::set &tilesBlockedByObject) const; bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos); bool findPlaceForTreasurePile(CMapGenerator* gen, si32 min_dist, int3 &pos); bool canObstacleBePlacedHere(CMapGenerator* gen, ObjectTemplate &temp, 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); };