// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2004 Alistair Riddoch // // This program is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // This program is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with this program; if not, write to the Free Software Foundation, // Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA #ifndef RULESETS_TERRAIN_PROPERTY_H #define RULESETS_TERRAIN_PROPERTY_H #include "physics/Vector3D.h" #include "common/Property.h" #include namespace Mercator { class Terrain; class TerrainMod; class TileShader; } typedef std::map > PointSet; /// \brief Class to handle Entity terrain property /// \ingroup PropertyClasses class TerrainProperty : public PropertyBase { protected: /// \brief Reference to variable holding the value of this Property Mercator::Terrain & m_data; /// \brief The tile shader which represents all other shaders. Mercator::TileShader* m_tileShader; /// FIXME This should be a reference for consistency. Or could it /// even be stored in the mercator terrain entity. /// \brief Collection of surface data, cos I don't care! Atlas::Message::ListType m_surfaces; /// \brief Reference to variable storing the set of modified points PointSet m_modifiedTerrain; /// \brief Reference to variable storing the set of newly created points PointSet m_createdTerrain; std::vector> m_changedAreas; Mercator::TileShader* createShaders(const Atlas::Message::ListType& surfaceList); public: static constexpr const char* property_name = "terrain"; static constexpr const char* property_atlastype = "map"; TerrainProperty(const TerrainProperty& rhs); explicit TerrainProperty(); ~TerrainProperty() override; void install(LocatedEntity *, const std::string &) override; void remove(LocatedEntity *, const std::string &) override; int get(Atlas::Message::Element &) const override; void set(const Atlas::Message::Element &) override; TerrainProperty * copy() const override; HandlerResult operation(LocatedEntity *, const Operation &, OpVector &) override; void apply(LocatedEntity* entity) override; // Applies a Mercator::TerrainMod to the terrain void addMod(long id, const Mercator::TerrainMod *) const; // Removes all TerrainMods from a terrain segment void clearMods(float, float); // Removes a single TerrainMod from the terrain void updateMod(long id, const Mercator::TerrainMod *) const; // Removes a single TerrainMod from the terrain void removeMod(long id) const; bool getHeightAndNormal(float x, float y, float &, Vector3D &) const; int getSurface(const Point3D &, int &) const; void findMods(const Point3D &, std::vector &) const; HandlerResult eat_handler(LocatedEntity * e, const Operation & op, OpVector & res); Mercator::Terrain& getData(); Mercator::Terrain& getData() const; }; #endif // RULESETS_TERRAIN_PROPERTY_H