mirror of
https://github.com/Relintai/pandemonium_engine.git
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83 lines
3.2 KiB
C++
83 lines
3.2 KiB
C++
#ifndef ROOM_GROUP_H
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#define ROOM_GROUP_H
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/*************************************************************************/
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/* room_group.h */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://github.com/Relintai/pandemonium_engine */
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/*************************************************************************/
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/* Copyright (c) 2022-present Péter Magyar. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "core/containers/rid.h"
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#include "scene/main/spatial.h"
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class Room;
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class RoomGroup : public Spatial {
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GDCLASS(RoomGroup, Spatial);
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friend class RoomManager;
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RID _room_group_rid;
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public:
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RoomGroup();
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~RoomGroup();
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void add_room(Room *p_room);
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void set_roomgroup_priority(int p_priority) {
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_settings_priority = p_priority;
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_changed();
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}
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int get_roomgroup_priority() const { return _settings_priority; }
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String get_configuration_warning() const;
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private:
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void clear();
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void _changed();
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// roomgroup ID during conversion
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int _roomgroup_ID;
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// the roomgroup can be used to set a number of rooms to a different priority
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// to allow a group of rooms WITHIN another room / rooms.
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// This is for e.g. buildings on landscape.
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int _settings_priority = 0;
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// makes sure lrooms are not converted more than once per
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// call to rooms_convert
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int _conversion_tick = -1;
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protected:
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static void _bind_methods();
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void _notification(int p_what);
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};
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#endif
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