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117 lines
2.8 KiB
C++
117 lines
2.8 KiB
C++
/*
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* Zone.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 "float3.h"
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#include "../int3.h"
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#include "../CRandomGenerator.h"
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#include "CRmgTemplate.h"
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#include "RmgArea.h"
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#include "RmgPath.h"
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#include "RmgObject.h"
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#include "modificators/Modificator.h"
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//uncomment to generate dumps afger every step of map generation
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//#define RMG_DUMP
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VCMI_LIB_NAMESPACE_BEGIN
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class RmgMap;
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class CMapGenerator;
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class Modificator;
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class CRandomGenerator;
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extern std::function<bool(const int3 &)> AREA_NO_FILTER;
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typedef std::list<std::shared_ptr<Modificator>> TModificators;
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class Zone : public rmg::ZoneOptions
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{
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public:
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Zone(RmgMap & map, CMapGenerator & generator, CRandomGenerator & rand);
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Zone(const Zone &) = delete;
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void setOptions(const rmg::ZoneOptions & options);
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bool isUnderground() const;
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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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const rmg::Area & getArea() const;
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rmg::Area & area();
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rmg::Area & areaPossible();
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rmg::Area & freePaths();
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rmg::Area & areaUsed();
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void initFreeTiles();
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void clearTiles();
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void fractalize();
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FactionID getTownType() const;
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void setTownType(FactionID town);
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TerrainId getTerrainType() const;
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void setTerrainType(TerrainId terrain);
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void connectPath(const rmg::Path & path);
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rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter = AREA_NO_FILTER) const;
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rmg::Path searchPath(const int3 & src, bool onlyStraight, const std::function<bool(const int3 &)> & areafilter = AREA_NO_FILTER) const;
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rmg::Path searchPath(const rmg::Area & src, bool onlyStraight, const rmg::Area & searchArea) const;
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TModificators getModificators();
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template<class T>
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T* getModificator()
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{
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for(auto & m : modificators)
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if(auto * mm = dynamic_cast<T*>(m.get()))
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return mm;
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return nullptr;
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}
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template<class T>
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void addModificator()
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{
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modificators.emplace_back(new T(*this, map, generator));
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}
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void initModificators();
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CRandomGenerator & getRand();
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public:
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boost::recursive_mutex areaMutex;
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using Lock = boost::unique_lock<boost::recursive_mutex>;
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protected:
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CMapGenerator & generator;
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CRandomGenerator rand;
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RmgMap & map;
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TModificators modificators;
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bool finished;
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//placement info
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int3 pos;
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float3 center;
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rmg::Area dArea; //irregular area assined to zone
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rmg::Area dAreaPossible;
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rmg::Area dAreaFree; //core paths of free tiles that all other objects will be linked to
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rmg::Area dAreaUsed;
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std::vector<int3> possibleQuestArtifactPos;
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//template info
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FactionID townType;
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TerrainId terrainType;
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};
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VCMI_LIB_NAMESPACE_END
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