mirror of
https://github.com/worldforge/cyphesis
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* common/Property.h, common/Property_impl.h, rulesets/AreaProperty.cpp, rulesets/AreaProperty.h, rulesets/CalendarProperty.cpp, rulesets/CalendarProperty.h, rulesets/Entity.cpp, rulesets/EntityProperties.cpp, rulesets/LineProperty.cpp, rulesets/LineProperty.h, rulesets/Py_Thing.cpp, rulesets/StatisticsProperty.cpp, rulesets/StatisticsProperty.h, rulesets/TerrainProperty.cpp, rulesets/TerrainProperty.h: Change return value of Property::get to bool, and use it to indicate if the property has a value.
122 lines
4.2 KiB
C++
122 lines
4.2 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2004 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#include "TerrainProperty.h"
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#include <Mercator/Terrain.h>
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#include <Mercator/Segment.h>
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#include "common/debug.h"
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#include <sstream>
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#include <cassert>
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static const bool debug_flag = false;
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using Atlas::Message::Element;
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using Atlas::Message::MapType;
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using Atlas::Message::ListType;
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using Atlas::Message::FloatType;
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typedef Mercator::Terrain::Pointstore Pointstore;
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typedef Mercator::Terrain::Pointcolumn Pointcolumn;
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TerrainProperty::TerrainProperty(Mercator::Terrain & data,
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PointSet & modifiedTerrain,
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PointSet & createdTerrain,
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unsigned int flags) :
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PropertyBase(flags),
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m_data(data),
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m_modifiedTerrain(modifiedTerrain),
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m_createdTerrain(createdTerrain)
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{
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}
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bool TerrainProperty::get(Element & ent) const
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{
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MapType & t = (ent = MapType()).asMap();
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MapType & terrain = (t["points"] = MapType()).asMap();
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const Pointstore & points = m_data.getPoints();
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Pointstore::const_iterator Iend = points.end();
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for (Pointstore::const_iterator I = points.begin(); I != Iend; ++I) {
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const Pointcolumn & pointcol = I->second;
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Pointcolumn::const_iterator J = pointcol.begin();
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Pointcolumn::const_iterator Jend = pointcol.end();
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for (; J != Jend; ++J) {
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std::stringstream key;
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key << I->first << "x" << J->first;
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ListType & point = (terrain[key.str()] = ListType(3)).asList();
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point[0] = (FloatType)(I->first);
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point[1] = (FloatType)(J->first);
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point[2] = (FloatType)(J->second.height());
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}
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}
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return true;
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}
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void TerrainProperty::set(const Element & ent)
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{
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if (!ent.isMap()) {
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return;
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}
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const MapType & t = ent.asMap();
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debug(std::cout << "World::setTerrain()" << std::endl << std::flush;);
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const Pointstore & basePoints = m_data.getPoints();
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MapType::const_iterator I = t.find("points");
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if ((I != t.end()) && (I->second.isMap())) {
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const MapType & points = I->second.asMap();
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MapType::const_iterator Iend = points.end();
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for (MapType::const_iterator I = points.begin(); I != Iend; ++I) {
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if (!I->second.isList()) {
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continue;
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}
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const ListType & point = I->second.asList();
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if (point.size() != 3) {
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continue;
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}
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int x = (int)point[0].asNum();
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int y = (int)point[1].asNum();
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Pointstore::const_iterator J = basePoints.find(x);
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if ((J == basePoints.end()) ||
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(J->second.find(y) == J->second.end())) {
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// Newly added point.
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m_createdTerrain[x].insert(y);
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} else {
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// Modified point
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PointSet::const_iterator K = m_createdTerrain.find(x);
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if ((K == m_createdTerrain.end()) ||
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(K->second.find(y) == K->second.end())) {
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// Already in database
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m_modifiedTerrain[x].insert(y);
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}
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// else do nothing, as its currently waiting to be added.
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}
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m_data.setBasePoint(x, y, point[2].asNum());
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// FIXME Add support for roughness and falloff, as done
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// by damien in equator and FIXMEd out by me
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}
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}
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}
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