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forked from 0ad/0ad
0ad/source/simulation2/components/CCmpTerrain.cpp
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

124 lines
3.3 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 "ICmpObstructionManager.h"
#include "ICmpRangeManager.h"
#include "simulation2/MessageTypes.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 CParamNode& UNUSED(paramNode))
{
m_Terrain = &GetSimContext().GetTerrain();
}
virtual void Deinit()
{
}
virtual void Serialize(ISerializer& UNUSED(serialize))
{
}
virtual void Deserialize(const CParamNode& paramNode, IDeserializer& UNUSED(deserialize))
{
Init(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)
{
// TODO: this can crash if the terrain heightmap isn't initialised yet
return m_Terrain->GetExactGroundLevelFixed(x, z);
}
virtual float GetExactGroundLevel(float x, float z)
{
return m_Terrain->GetExactGroundLevel(x, z);
}
virtual uint32_t GetVerticesPerSide()
{
return m_Terrain->GetVerticesPerSide();
}
virtual CTerrain* GetCTerrain()
{
return m_Terrain;
}
virtual void ReloadTerrain()
{
// TODO: should refactor this code to be nicer
CmpPtr<ICmpObstructionManager> cmpObstructionManager(GetSimContext(), SYSTEM_ENTITY);
if (!cmpObstructionManager.null())
{
cmpObstructionManager->SetBounds(entity_pos_t::Zero(), entity_pos_t::Zero(),
entity_pos_t::FromInt(m_Terrain->GetTilesPerSide()*CELL_SIZE),
entity_pos_t::FromInt(m_Terrain->GetTilesPerSide()*CELL_SIZE));
}
CmpPtr<ICmpRangeManager> cmpRangeManager(GetSimContext(), SYSTEM_ENTITY);
if (!cmpRangeManager.null())
{
cmpRangeManager->SetBounds(entity_pos_t::Zero(), entity_pos_t::Zero(),
entity_pos_t::FromInt(m_Terrain->GetTilesPerSide()*CELL_SIZE),
entity_pos_t::FromInt(m_Terrain->GetTilesPerSide()*CELL_SIZE),
m_Terrain->GetVerticesPerSide());
}
MakeDirty(0, 0, m_Terrain->GetTilesPerSide()+1, m_Terrain->GetTilesPerSide()+1);
}
virtual void MakeDirty(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1)
{
CMessageTerrainChanged msg(i0, j0, i1, j1);
GetSimContext().GetComponentManager().PostMessage(GetEntityId(), msg);
}
};
REGISTER_COMPONENT_TYPE(Terrain)