// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2001 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: World.h,v 1.35 2007-07-04 21:20:41 alriddoch Exp $ #ifndef RULESETS_WORLD_H #define RULESETS_WORLD_H #include "Thing.h" namespace Mercator { class Terrain; class TileShader; } typedef Thing World_parent; typedef std::map > PointSet; /// \brief This is the in-game entity class used to represent the world. /// /// I added this because I was not happy with the way the old object model /// used an out of game object of type WorldRouter to represent the world. /// \ingroup EntityClasses class World : public World_parent { protected: /// Terrain manager for the world. Mercator::Terrain & m_terrain; /// Terrain shader tracking surface type. Mercator::TileShader & m_tileShader; /// Set of terrain points which have been changed. PointSet m_modifiedTerrain; /// Set of terrain points which have been added. PointSet m_createdTerrain; public: explicit World(const std::string & id, long intId); virtual ~World(); /// \brief Accessor for terrain manager const Mercator::Terrain & terrain() { return m_terrain; } /// \brief Accessor for set of terrain points which have been changed const PointSet & modifiedTerrain() { return m_modifiedTerrain; } /// \brief Accessor for set of terrain points which have been added const PointSet & createdTerrain() { return m_createdTerrain; } /// \brief Clear the sets used to track terrain modifications void clearTerrainFlags() { m_modifiedTerrain.clear(); m_createdTerrain.clear(); } float getHeight(float x, float y); int getSurface(const Point3D &, int &); virtual void EatOperation(const Operation &, OpVector &); virtual void LookOperation(const Operation &, OpVector &); virtual void DeleteOperation(const Operation &, OpVector &); virtual void MoveOperation(const Operation &, OpVector &); }; #endif // RULESETS_WORLD_H