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https://github.com/vcmi/vcmi.git
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4bd0ff680a
random map generator refactoring and improvements
88 lines
2.2 KiB
C++
88 lines
2.2 KiB
C++
/*
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* RmgObject.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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#include "../GameConstants.h"
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#include "../int3.h"
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#include "RmgArea.h"
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class CGObjectInstance;
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class RmgMap;
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class Terrain;
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namespace rmg {
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class Object
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{
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public:
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class Instance
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{
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public:
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Instance(const Object& parent, CGObjectInstance & object);
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Instance(const Object& parent, CGObjectInstance & object, const int3 & position);
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const Area & getBlockedArea() const;
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int3 getVisitablePosition() const;
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bool isVisitableFrom(const int3 & tile) const;
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const Area & getAccessibleArea() const;
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void setTemplate(const Terrain & terrain); //cache invalidation
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int3 getPosition(bool isAbsolute = false) const;
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void setPosition(const int3 & position); //cache invalidation
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void setPositionRaw(const int3 & position); //no cache invalidation
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const CGObjectInstance & object() const;
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CGObjectInstance & object();
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void finalize(RmgMap & map); //cache invalidation
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void clear();
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private:
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mutable Area dBlockedAreaCache;
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int3 dPosition;
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mutable Area dAccessibleAreaCache;
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CGObjectInstance & dObject;
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const Object & dParent;
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};
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Object() = default;
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Object(const Object & object);
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Object(CGObjectInstance & object);
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Object(CGObjectInstance & object, const int3 & position);
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void addInstance(Instance & object);
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Instance & addInstance(CGObjectInstance & object);
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Instance & addInstance(CGObjectInstance & object, const int3 & position);
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std::list<Instance*> instances();
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std::list<const Instance*> instances() const;
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int3 getVisitablePosition() const;
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const Area & getAccessibleArea(bool exceptLast = false) const;
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const int3 & getPosition() const;
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void setPosition(const int3 & position);
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void setTemplate(const Terrain & terrain);
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const Area & getArea() const; //lazy cache invalidation
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void finalize(RmgMap & map);
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void clear();
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private:
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std::list<Instance> dInstances;
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mutable Area dFullAreaCache;
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mutable Area dAccessibleAreaCache, dAccessibleAreaFullCache;
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int3 dPosition;
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ui32 dStrenght;
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};
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}
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