/*************************************************************************/ /* room_group.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef ROOM_GROUP_H #define ROOM_GROUP_H #include "core/rid.h" #include "spatial.h" class Room; class RoomGroup : public Spatial { GDCLASS(RoomGroup, Spatial); friend class RoomManager; RID _room_group_rid; public: RoomGroup(); ~RoomGroup(); void add_room(Room *p_room); void set_roomgroup_priority(int p_priority) { _settings_priority = p_priority; _changed(); } int get_roomgroup_priority() const { return _settings_priority; } private: void clear(); void _changed(); // roomgroup ID during conversion int _roomgroup_ID; // the roomgroup can be used to set a number of rooms to a different priority // to allow a group of rooms WITHIN another room / rooms. // This is for e.g. buildings on landscape. int _settings_priority = 0; // makes sure lrooms are not converted more than once per // call to rooms_convert int _conversion_tick = -1; protected: static void _bind_methods(); void _notification(int p_what); }; #endif