cyphesis/rulesets/TerrainProperty.cpp
Alistair Riddoch 4a9c7078f7 Refactor to use LocatedEntity as base class
All IG code should use the interface of LocatedEntity when dealing
with any entity, rather than sometimes requiring Entity. Add virtual
functions to the interface where required, and modify all other interfaces
to stop them using Entity. This makes the code way cleaner, and much better
de-coupled.
2013-01-17 10:17:07 +00:00

283 lines
9.3 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
// $Id$
#include "TerrainProperty.h"
#include "common/log.h"
#include "common/debug.h"
#include "modules/TerrainContext.h"
#include <Mercator/Terrain.h>
#include <Mercator/Segment.h>
#include <Mercator/Surface.h>
#include <Mercator/TerrainMod.h>
#include <Mercator/TileShader.h>
#include <Mercator/FillShader.h>
#include <Mercator/ThresholdShader.h>
#include <Mercator/DepthShader.h>
#include <Mercator/GrassShader.h>
#include <wfmath/intersect.h>
#include <sstream>
#include <cassert>
static const bool debug_flag = false;
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Message::FloatType;
typedef Mercator::Terrain::Pointstore Pointstore;
typedef Mercator::Terrain::Pointcolumn Pointcolumn;
typedef enum { ROCK = 0, SAND = 1, GRASS = 2, SILT = 3, SNOW = 4} Surface;
/// \brief TerrainProperty constructor
///
/// @param data Reference to varaible holding the value of this Property
/// @param modifiedTerrain Reference to a variable storing the set of
/// modified points
/// @param createdTerrain Reference to a variable storing the set of
/// created points
/// @param flags Flags indicating how this Property should be handled
TerrainProperty::TerrainProperty() :
m_data(*new Mercator::Terrain(Mercator::Terrain::SHADED)),
m_tileShader(*new Mercator::TileShader)
{
m_tileShader.addShader(new Mercator::FillShader(), ROCK);
m_tileShader.addShader(new Mercator::BandShader(-2.f, 1.5f), SAND);
m_tileShader.addShader(new Mercator::GrassShader(1.f, 80.f, .5f, 1.f), GRASS);
m_tileShader.addShader(new Mercator::DepthShader(0.f, -10.f), SILT);
m_tileShader.addShader(new Mercator::HighShader(110.f), SNOW);
m_data.addShader(&m_tileShader, 0);
}
TerrainProperty::~TerrainProperty()
{
delete &m_data;
delete &m_tileShader;
}
int TerrainProperty::get(Element & ent) const
{
MapType & t = (ent = MapType()).asMap();
MapType & terrain = (t["points"] = MapType()).asMap();
const Pointstore & points = m_data.getPoints();
Pointstore::const_iterator Iend = points.end();
for (Pointstore::const_iterator I = points.begin(); I != Iend; ++I) {
const Pointcolumn & pointcol = I->second;
Pointcolumn::const_iterator J = pointcol.begin();
Pointcolumn::const_iterator Jend = pointcol.end();
for (; J != Jend; ++J) {
std::stringstream key;
key << I->first << "x" << J->first;
ListType & point = (terrain[key.str()] = ListType(3)).asList();
point[0] = (FloatType)(I->first);
point[1] = (FloatType)(J->first);
point[2] = (FloatType)(J->second.height());
}
}
t["surfaces"] = m_surfaces;
return 0;
}
void TerrainProperty::set(const Element & ent)
{
if (!ent.isMap()) {
return;
}
const MapType & t = ent.asMap();
debug(std::cout << "TerrainProperty::setTerrain()"
<< std::endl << std::flush;);
const Pointstore & base_points = m_data.getPoints();
MapType::const_iterator I = t.find("points");
if (I != t.end() && I->second.isMap()) {
const MapType & points = I->second.asMap();
MapType::const_iterator Iend = points.end();
for (MapType::const_iterator I = points.begin(); I != Iend; ++I) {
if (!I->second.isList()) {
continue;
}
const ListType & point = I->second.asList();
if (point.size() != 3) {
continue;
}
int x = (int)point[0].asNum();
int y = (int)point[1].asNum();
Pointstore::const_iterator J = base_points.find(x);
if (J == base_points.end() ||
J->second.find(y) == J->second.end()) {
// Newly added point.
m_createdTerrain[x].insert(y);
} else {
// Modified point
PointSet::const_iterator K = m_createdTerrain.find(x);
if (K == m_createdTerrain.end() ||
K->second.find(y) == K->second.end()) {
// Already in database
m_modifiedTerrain[x].insert(y);
}
// else do nothing, as its currently waiting to be added.
}
m_data.setBasePoint(x, y, point[2].asNum());
// FIXME Add support for roughness and falloff, as done
// by damien in equator and FIXMEd out by me
}
}
I = t.find("surfaces");
if (I != t.end() && I->second.isList()) {
m_surfaces = I->second.List();
}
}
TerrainProperty * TerrainProperty::copy() const
{
return new TerrainProperty(*this);
}
void TerrainProperty::addMod(const Mercator::TerrainMod *mod) const
{
m_data.addMod(mod);
}
void TerrainProperty::updateMod(const Mercator::TerrainMod *mod) const
{
m_data.updateMod(mod);
}
void TerrainProperty::removeMod(const Mercator::TerrainMod *mod) const
{
m_data.removeMod(mod);
}
void TerrainProperty::clearMods(float x, float y)
{
Mercator::Segment *s = m_data.getSegment(x,y);
if(s != NULL) {
s->clearMods();
//log(INFO, "Mods cleared!");
}
}
/// \brief Return the height and normal to the surface at the given point
bool TerrainProperty::getHeightAndNormal(float x,
float y,
float & height,
Vector3D & normal) const
{
Mercator::Segment * s = m_data.getSegment(x, y);
if (s != 0 && !s->isValid()) {
s->populate();
}
return m_data.getHeightAndNormal(x, y, height, normal);
}
/// \brief Get a number encoding the surface type at the given x,y coordinates
///
/// @param pos the x,y coordinates of the point on the terrain
/// @param material a reference to the integer to be used to store the
/// material identifier at this location.
int TerrainProperty::getSurface(const Point3D & pos, int & material)
{
float x = pos.x(),
y = pos.y();
Mercator::Segment * segment = m_data.getSegment(x, y);
if (segment == 0) {
debug(std::cerr << "No terrain at this point" << std::endl << std::flush;);
return -1;
}
if (!segment->isValid()) {
segment->populate();
}
x -= segment->getXRef();
y -= segment->getYRef();
assert(x <= segment->getSize());
assert(y <= segment->getSize());
const Mercator::Segment::Surfacestore & surfaces = segment->getSurfaces();
WFMath::Vector<3> normal;
float height = -23;
segment->getHeightAndNormal(x, y, height, normal);
debug(std::cout << "At the point " << x << "," << y
<< " of the segment the height is " << height << std::endl;
std::cout << "The segment has " << surfaces.size()
<< std::endl << std::flush;);
if (surfaces.size() == 0) {
log(ERROR, "The terrain has no surface data");
return -1;
}
Mercator::Surface & tile_surface = *surfaces.begin()->second;
if (!tile_surface.isValid()) {
tile_surface.populate();
}
material = tile_surface((int)x, (int)y, 0);
return 0;
}
/// \brief Find the mods at a given location
///
/// @param pos the x,y coordinates of a point on the terrain
/// @param mods a reference to the list to be returned
void TerrainProperty::findMods(const Point3D & pos,
std::vector<LocatedEntity *> & ret)
{
Mercator::Segment * seg = m_data.getSegment(pos.x(), pos.y());
if (seg == 0) {
return;
}
const Mercator::ModList & seg_mods = seg->getMods();
Mercator::ModList::const_iterator I = seg_mods.begin();
Mercator::ModList::const_iterator Iend = seg_mods.end();
for (; I != Iend; ++I) {
const Mercator::TerrainMod * mod = *I;
WFMath::AxisBox<2> mod_box = mod->bbox();
if (pos.x() > mod_box.lowCorner().x() && pos.x() < mod_box.highCorner().x() &&
pos.y() > mod_box.lowCorner().y() && pos.y() < mod_box.highCorner().y()) {
Mercator::Effector::Context * c = mod->context();
if (c == 0) {
log(WARNING, "Terrrain mod with no context");
continue;
}
debug(std::cout << "Context has id" << c->id() << std::endl;);
TerrainContext * tc = dynamic_cast<TerrainContext *>(c);
if (tc == 0) {
log(WARNING, "Terrrain mod with non Cyphesis context");
continue;
}
debug(std::cout << "Context has pointer " << tc->entity().get()
<< std::endl;);
ret.push_back(tc->entity().get());
}
}
}