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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpTerrain.cpp
Ykkrosh cfae58928f # New unit movement system, which does a far better job of approaching targets and avoiding obstacles.
Add short-range vertex-based pathfinder.
Integrate new pathfinder into unit motion code.
Change obstruction system to get rid of circles, and differentiate
structures from units.
Make PositionChanged messages synchronous.
Try to prevent some accidental float->int conversions.

This was SVN commit r7484.
2010-04-29 23:36:05 +00:00

78 lines
2.0 KiB
C++

/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "simulation2/system/Component.h"
#include "ICmpTerrain.h"
#include "graphics/Terrain.h"
class CCmpTerrain : public ICmpTerrain
{
public:
static void ClassInit(CComponentManager& UNUSED(componentManager))
{
}
DEFAULT_COMPONENT_ALLOCATOR(Terrain)
CTerrain* m_Terrain; // not null
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
virtual void Init(const CSimContext& context, const CParamNode& UNUSED(paramNode))
{
m_Terrain = &context.GetTerrain();
}
virtual void Deinit(const CSimContext& UNUSED(context))
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CSimContext& context, const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(context, paramNode);
}
virtual CFixedVector3D CalcNormal(entity_pos_t x, entity_pos_t z)
{
CFixedVector3D normal;
m_Terrain->CalcNormalFixed((x / (int)CELL_SIZE).ToInt_RoundToZero(), (z / (int)CELL_SIZE).ToInt_RoundToZero(), normal);
return normal;
}
virtual entity_pos_t GetGroundLevel(entity_pos_t x, entity_pos_t z)
{
return m_Terrain->GetExactGroundLevelFixed(x, z);
}
virtual float GetGroundLevel(float x, float z)
{
return m_Terrain->GetExactGroundLevel(x, z);
}
};
REGISTER_COMPONENT_TYPE(Terrain)