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