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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpTerrain.h
Ykkrosh dc2035efc9 Move Atlas map settings from JS to C++.
Replace New dialog box with separate tools for resizing maps and
replacing terrain textures, to provide more power and to simplify the
problem of initialising map settings.
Fix engine to cope with dynamic map resizing.
Add JSON support to AtObj, to let C++ interact with JSON more easily.

This was SVN commit r9566.
2011-05-29 15:02:02 +00:00

60 lines
1.8 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/>.
*/
#ifndef INCLUDED_ICMPTERRAIN
#define INCLUDED_ICMPTERRAIN
#include "simulation2/system/Interface.h"
#include "simulation2/helpers/Position.h"
#include "maths/FixedVector3D.h"
class CTerrain;
class ICmpTerrain : public IComponent
{
public:
virtual CFixedVector3D CalcNormal(entity_pos_t x, entity_pos_t z) = 0;
virtual entity_pos_t GetGroundLevel(entity_pos_t x, entity_pos_t z) = 0;
virtual float GetExactGroundLevel(float x, float z) = 0;
virtual uint32_t GetVerticesPerSide() = 0;
virtual CTerrain* GetCTerrain() = 0;
/**
* Call when the underlying CTerrain has been modified behind our backs.
* (TODO: eventually we should manage the CTerrain in this class so nobody
* can modify it behind our backs).
*/
virtual void ReloadTerrain() = 0;
/**
* Indicate that terrain tiles within the given region (inclusive lower bound,
* exclusive upper bound) have been changed. CMessageTerrainChanged will be
* sent to any components that care about terrain changes.
*/
virtual void MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1) = 0;
DECLARE_INTERFACE_TYPE(Terrain)
};
#endif // INCLUDED_ICMPTERRAIN