cyphesis/rules/simulation/TerrainModProperty.cpp
Erik Ogenvik e85f0831b2 Restructure rule classes.
Classes under "rulesets" have been moved to "rules", and split up into
futher subdirectories matching their library. As a result we can now
better separate the python bindings, so that things that belongs to the
simulation are separeted from things that belongs to the ai.
2018-10-31 21:38:35 +01:00

94 lines
2.6 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
#include "TerrainModProperty.h"
#include "rules/LocatedEntity.h"
#include "TerrainModTranslator.h"
#include "TerrainProperty.h"
#include "rules/Domain.h"
#include "common/debug.h"
#include "modules/TerrainContext.h"
#include <Atlas/Objects/RootEntity.h>
#include <Atlas/Objects/Operation.h>
static const bool debug_flag = false;
using Atlas::Message::Element;
using Atlas::Message::MapType;
using Atlas::Message::ListType;
using Atlas::Message::FloatType;
using Atlas::Objects::Entity::RootEntity;
using Atlas::Objects::Root;
/// \brief TerrainModProperty constructor
///
TerrainModProperty::TerrainModProperty() :
m_translator(nullptr)
{
}
TerrainModProperty::~TerrainModProperty()
{
// TODO remove the mod from the terrain
// This is already covered from the Delete op handler when
// the entity is deleted
delete m_translator;
}
TerrainModProperty * TerrainModProperty::copy() const
{
// This is for instantiation of a class property.
// This is complex here, as is it not yet clear if this
// class can be a class property.
return new TerrainModProperty(*this);
}
void TerrainModProperty::apply(LocatedEntity * owner)
{
delete m_translator;
m_translator = new TerrainModTranslator(m_data);
}
Mercator::TerrainMod * TerrainModProperty::parseModData(const WFMath::Point<3>& pos, const WFMath::Quaternion& orientation) const
{
if (m_translator) {
return m_translator->parseData(pos, orientation);
}
return nullptr;
}
int TerrainModProperty::getAttr(const std::string & name, Element & val) const
{
auto I = m_data.find(name);
if (I != m_data.end()) {
val = I->second;
return 0;
}
return -1;
}
void TerrainModProperty::setAttr(const std::string & name, const Element & val)
{
m_data[name] = val;
}