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https://github.com/wesnoth/wesnoth
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235 lines
6.8 KiB
C++
235 lines
6.8 KiB
C++
/*
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Copyright (C) 2009 - 2015 by Eugen Jiresch
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Part of the Battle for Wesnoth Project http://www.wesnoth.org/
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY.
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See the COPYING file for more details.
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*/
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#ifndef TOD_MANAGER_HPP_INCLUDED
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#define TOD_MANAGER_HPP_INCLUDED
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#include "map_location.hpp"
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#include "config.hpp"
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#include "time_of_day.hpp"
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#include "savegame_config.hpp"
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#include <boost/optional.hpp>
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class gamemap;
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class unit_map;
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class game_data;
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namespace random_new
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{
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class rng;
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}
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//time of day and turn functionality
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class tod_manager : public savegame::savegame_config
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{
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public:
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explicit tod_manager(const config& scenario_cfg = config());
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~tod_manager() {}
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tod_manager& operator=(const tod_manager& manager);
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config to_config() const;
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/**
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handles random_start_time, should be called before the game starts.
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*/
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void resolve_random(random_new::rng& r);
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int get_current_time(const map_location& loc = map_location::null_location()) const;
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void set_current_time(int time) { currentTime_ = time; }
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void set_current_time(int time, int area_index) {
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assert(area_index < static_cast<int>(areas_.size()));
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assert(time < static_cast<int>(areas_[area_index].times.size()) );
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areas_[area_index].currentTime = time;
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}
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void set_area_id(int area_index, const std::string& id);
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/**
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* Returns global time of day for the passed turn.
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* for_turn = 0 means current turn
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*/
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const time_of_day& get_time_of_day(int for_turn = 0) const {
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return get_time_of_day_turn(times_, for_turn ? for_turn : turn_, currentTime_);
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}
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/**
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* Returns time of day for the passed turn at a location.
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* tod areas matter, for_turn = 0 means current turn
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* ignoring illumination
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*/
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const time_of_day& get_time_of_day(const map_location& loc,
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int for_turn = 0) const;
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int get_current_area_time(int index) const;
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/**
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* Returns time of day object for the passed turn at a location.
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* tod areas matter, for_turn = 0 means current turn
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* taking account of illumination caused by units
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*/
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const time_of_day get_illuminated_time_of_day(const unit_map & units, const gamemap & map, const map_location& loc,
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int for_turn = 0) const;
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const time_of_day& get_previous_time_of_day() const;
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static bool is_start_ToD(const std::string&);
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/**
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* Replace the time of day schedule
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*/
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void replace_schedule(const config& time_cfg);
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void replace_schedule(const std::vector<time_of_day>& schedule);
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void replace_local_schedule(const std::vector<time_of_day>& schedule, int area_index);
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void replace_area_locations(int index, const std::set<map_location>& locs);
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/**
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* @returns the [time_area]s' ids.
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*/
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std::vector<std::string> get_area_ids() const;
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/**
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* @returns the nth area.
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*/
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const std::set<map_location>& get_area_by_index(int index) const;
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/**
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* @param id The id of the area to return.
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* @returns The area with id @p id.
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*/
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const std::set<map_location>& get_area_by_id(const std::string& id) const;
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/**
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* Adds a new local time area from config, making it follow its own
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* time-of-day sequence.
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*
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* @param cfg Config object containing x,y range/list of
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* locations and desired [time] information.
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*/
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void add_time_area(const gamemap & map, const config& cfg);
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/**
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* Adds a new local time area from a set of locations, making those
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* follow a different time-of-day sequence.
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*
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* @param id Identifier string to associate this time area
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* with.
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* @param locs Set of locations to be affected.
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* @param time_cfg Config object containing [time] information.
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*/
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void add_time_area(const std::string& id, const std::set<map_location>& locs,
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const config& time_cfg);
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/**
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* Removes a time area from config, making it follow the scenario's
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* normal time-of-day sequence.
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*
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* @param id Identifier of time_area to remove. Supply an
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* empty one to remove all local time areas.
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*/
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void remove_time_area(const std::string& id);
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void remove_time_area(int index);
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bool has_time_area() const {return !areas_.empty();}
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const std::vector<time_of_day>& times(const map_location& loc = map_location::null_location()) const;
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const std::vector<time_of_day>& times(int index) const {
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assert(index < static_cast<int>(areas_.size()));
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return areas_[index].times;
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}
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//turn functions
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int turn() const { return turn_; }
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int number_of_turns() const {return num_turns_;}
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void modify_turns(const std::string& mod);
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void set_number_of_turns(int num);
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/** Dynamically change the current turn number. */
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void set_turn(const int num, boost::optional<game_data&> vars = boost::none, const bool increase_limit_if_needed = true);
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/**
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* Function to move to the next turn.
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*
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* @returns True if time has not expired.
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*/
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bool next_turn(boost::optional<game_data&> vars);
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/**
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* Function to check the end of turns.
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*
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* @returns True if time has not expired.
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*/
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bool is_time_left();
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private:
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/**
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* Returns time of day object in the turn "nturn".
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*
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* Correct time is calculated from current time.
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*/
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const time_of_day& get_time_of_day_turn(const std::vector<time_of_day>& times, int nturn, const int current_time) const;
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/**
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* Computes for the main time or a time area the index of its times where we're currently at.
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* number_of_times: size of that main time or time area's times vector
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* for_turn_number: for which current turn
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* current_time: the main or time area's current time
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*/
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int calculate_current_time(
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const int number_of_times,
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const int for_turn_number,
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const int current_time,
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const bool only_to_allowed_range = false) const;
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/**
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* For a change of the current turn number, sets the current times of the main time
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* and all time areas.
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*/
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void set_new_current_times(const int new_current_turn_number);
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struct area_time_of_day {
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area_time_of_day() :
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xsrc(),
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ysrc(),
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id(),
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times(),
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hexes(),
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currentTime(0)
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{}
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std::string xsrc, ysrc;
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std::string id;
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std::vector<time_of_day> times;
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std::set<map_location> hexes;
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int currentTime;
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};
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//index of the times vector of the main time where we're currently at
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int currentTime_;
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std::vector<time_of_day> times_;
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std::vector<area_time_of_day> areas_;
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// current turn
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int turn_;
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//turn limit
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int num_turns_;
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//
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config::attribute_value random_tod_;
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};
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#endif
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