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vcmi/lib/rmg/RmgMap.h

86 lines
2.3 KiB
C++

/*
* RmgMap.cpp, 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 "../int3.h"
#include "../GameConstants.h"
VCMI_LIB_NAMESPACE_BEGIN
class CMap;
class CMapEditManager;
class TileInfo;
class CMapGenOptions;
class Zone;
class CMapGenerator;
class RmgMap
{
public:
mutable std::unique_ptr<CMap> mapInstance;
CMap & map() const;
RmgMap(const CMapGenOptions& mapGenOptions);
~RmgMap() = default;
CMapEditManager* getEditManager() const;
const CMapGenOptions& getMapGenOptions() const;
void foreach_neighbour(const int3 & pos, const std::function<void(int3 & pos)> & foo) const;
void foreachDirectNeighbour(const int3 & pos, const std::function<void(int3 & pos)> & foo) const;
void foreachDiagonalNeighbour(const int3 & pos, const std::function<void(int3 & pos)> & foo) const;
bool isBlocked(const int3 &tile) const;
bool shouldBeBlocked(const int3 &tile) const;
bool isPossible(const int3 &tile) const;
bool isFree(const int3 &tile) const;
bool isUsed(const int3 &tile) const;
bool isRoad(const int3 &tile) const;
bool isOnMap(const int3 & tile) const;
void setOccupied(const int3 &tile, ETileType::ETileType state);
void setRoad(const int3 &tile, RoadId roadType);
TileInfo getTile(const int3 & tile) const;
float getNearestObjectDistance(const int3 &tile) const;
void setNearestObjectDistance(int3 &tile, float value);
TRmgTemplateZoneId getZoneID(const int3& tile) const;
void setZoneID(const int3& tile, TRmgTemplateZoneId zid);
using Zones = std::map<TRmgTemplateZoneId, std::shared_ptr<Zone>>;
Zones & getZones();
void registerZone(TFaction faction);
ui32 getZoneCount(TFaction faction);
ui32 getTotalZoneCount() const;
void initTiles(CMapGenerator & generator);
void addModificators();
bool isAllowedSpell(const SpellID & sid) const;
void dump(bool zoneId) const;
private:
void assertOnMap(const int3 &tile) const; //throws
private:
Zones zones;
std::map<TFaction, ui32> zonesPerFaction;
ui32 zonesTotal; //zones that have their main town only
const CMapGenOptions& mapGenOptions;
boost::multi_array<TileInfo, 3> tiles; //[x][y][z]
boost::multi_array<TRmgTemplateZoneId, 3> zoneColouring; //[x][y][z]
};
VCMI_LIB_NAMESPACE_END