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// 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: TerrainProperty.h,v 1.12 2007-09-11 14:47:40 alriddoch Exp $
#ifndef RULESETS_TERRAIN_PROPERTY_H
#define RULESETS_TERRAIN_PROPERTY_H
#include "physics/Vector3D.h"
#include "common/Property.h"
#include <set>
namespace Mercator {
class Terrain;
}
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;
/// 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;
public:
explicit TerrainProperty(Mercator::Terrain & data,
PointSet & modifiedTerrain,
PointSet & createdTerrain,
unsigned int flags);
virtual bool get(Atlas::Message::Element &) const;
virtual void set(const Atlas::Message::Element &);
float getHeight(float x, float y);
int getSurface(const Point3D &, int &);
};
#endif // RULESETS_TERRAIN_PROPERTY_H
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