mirror of
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153 lines
4.5 KiB
C++
153 lines
4.5 KiB
C++
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/*
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* CRmgTemplateZone.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 "CMapGenerator.h"
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#include "float3.h"
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#include "../int3.h"
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class CMapGenerator;
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class CTileInfo;
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class int3;
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class CGObjectInstance;
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namespace ETemplateZoneType
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{
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enum ETemplateZoneType
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{
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PLAYER_START,
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CPU_START,
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TREASURE,
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JUNCTION
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};
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}
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class DLL_LINKAGE CTileInfo
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{
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public:
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CTileInfo();
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int getNearestObjectDistance() const;
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void setNearestObjectDistance(int value);
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bool isBlocked() const;
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bool shouldBeBlocked() const;
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bool isPossible() const;
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bool isFree() const;
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void setOccupied(ETileType::ETileType value);
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ETerrainType getTerrainType() const;
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void setTerrainType(ETerrainType value);
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private:
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int nearestObjectDistance;
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ETileType::ETileType occupied;
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ETerrainType terrain;
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};
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/// The CRmgTemplateZone describes a zone in a template.
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class DLL_LINKAGE CRmgTemplateZone
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{
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public:
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class DLL_LINKAGE CTownInfo
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{
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public:
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CTownInfo();
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int getTownCount() const; /// Default: 0
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void setTownCount(int value);
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int getCastleCount() const; /// Default: 0
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void setCastleCount(int value);
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int getTownDensity() const; /// Default: 0
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void setTownDensity(int value);
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int getCastleDensity() const; /// Default: 0
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void setCastleDensity(int value);
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private:
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int townCount, castleCount, townDensity, castleDensity;
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};
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CRmgTemplateZone();
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TRmgTemplateZoneId getId() const; /// Default: 0
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void setId(TRmgTemplateZoneId value);
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ETemplateZoneType::ETemplateZoneType getType() const; /// Default: ETemplateZoneType::PLAYER_START
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void setType(ETemplateZoneType::ETemplateZoneType value);
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int getSize() const; /// Default: 1
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void setSize(int value);
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boost::optional<int> getOwner() const;
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void setOwner(boost::optional<int> value);
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const CTownInfo & getPlayerTowns() const;
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void setPlayerTowns(const CTownInfo & value);
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const CTownInfo & getNeutralTowns() const;
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void setNeutralTowns(const CTownInfo & value);
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bool getTownsAreSameType() const; /// Default: false
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void setTownsAreSameType(bool value);
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const std::set<TFaction> & getTownTypes() const; /// Default: all
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void setTownTypes(const std::set<TFaction> & value);
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std::set<TFaction> getDefaultTownTypes() const;
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bool getMatchTerrainToTown() const; /// Default: true
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void setMatchTerrainToTown(bool value);
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const std::set<ETerrainType> & getTerrainTypes() const; /// Default: all
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void setTerrainTypes(const std::set<ETerrainType> & value);
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std::set<ETerrainType> getDefaultTerrainTypes() const;
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boost::optional<TRmgTemplateZoneId> getTerrainTypeLikeZone() const;
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void setTerrainTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
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boost::optional<TRmgTemplateZoneId> getTownTypeLikeZone() const;
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void setTownTypeLikeZone(boost::optional<TRmgTemplateZoneId> value);
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float3 getCenter() const;
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void setCenter(const float3 &f);
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int3 getPos() const;
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void setPos(const int3 &pos);
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void addTile (const int3 &pos);
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std::set<int3> getTileInfo () const;
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bool fill(CMapGenerator* gen);
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void createConnections(CMapGenerator* gen);
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void createBorder(CMapGenerator* gen);
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bool crunchPath (CMapGenerator* gen, int3 &src, int3 &dst, TRmgTemplateZoneId zone);
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void addConnection(TRmgTemplateZoneId otherZone);
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std::vector<TRmgTemplateZoneId> getConnections() const;
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private:
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//template info
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TRmgTemplateZoneId id;
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ETemplateZoneType::ETemplateZoneType type;
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int size;
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boost::optional<int> owner;
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CTownInfo playerTowns, neutralTowns;
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bool townsAreSameType;
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std::set<TFaction> townTypes;
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bool matchTerrainToTown;
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std::set<ETerrainType> terrainTypes;
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boost::optional<TRmgTemplateZoneId> terrainTypeLikeZone, townTypeLikeZone;
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//content info
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std::vector<int3> shape; //TODO: remove
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std::vector<CGObjectInstance*> objects;
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//placement info
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int3 pos;
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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
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std::map<TRmgTemplateZoneId, bool> alreadyConnected; //TODO: allow multiple connections between two zones?
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bool pointIsIn(int x, int y);
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bool findPlaceForObject(CMapGenerator* gen, CGObjectInstance* obj, si32 min_dist, int3 &pos);
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void checkAndPlaceObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
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void placeObject(CMapGenerator* gen, CGObjectInstance* object, const int3 &pos);
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bool guardObject(CMapGenerator* gen, CGObjectInstance* object, si32 str);
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};
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