cyphesis/rulesets/TerrainProperty.h
2016-03-31 21:08:12 +02:00

93 lines
3.3 KiB
C++

// 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 <set>
namespace Mercator {
class Terrain;
class TerrainMod;
class TileShader;
}
typedef std::map<int, std::set<int> > 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;
Mercator::TileShader* createShaders(const Atlas::Message::ListType& surfaceList);
public:
explicit TerrainProperty(const TerrainProperty& rhs);
explicit TerrainProperty();
virtual ~TerrainProperty();
virtual void install(LocatedEntity *, const std::string &);
virtual void remove(LocatedEntity *, const std::string &);
virtual int get(Atlas::Message::Element &) const;
virtual void set(const Atlas::Message::Element &);
virtual TerrainProperty * copy() const;
virtual HandlerResult operation(LocatedEntity *,
const Operation &,
OpVector &);
// Applies a Mercator::TerrainMod to the terrain
void addMod(const Mercator::TerrainMod *) const;
// Removes all TerrainMods from a terrain segment
void clearMods(float, float);
// Removes a single TerrainMod from the terrain
void updateMod(const Mercator::TerrainMod *) const;
// Removes a single TerrainMod from the terrain
void removeMod(const Mercator::TerrainMod *) const;
bool getHeightAndNormal(float x, float y, float &, Vector3D &) const;
int getSurface(const Point3D &, int &);
void findMods(const Point3D &, std::vector<LocatedEntity *> &);
HandlerResult eat_handler(LocatedEntity * e,
const Operation & op,
OpVector & res);
Mercator::Terrain& getData();
const Mercator::Terrain& getData() const;
};
#endif // RULESETS_TERRAIN_PROPERTY_H