0ad/source/simulation2/components/CCmpWaterManager.cpp
bb 157c6af18e Make the space in 0 A.D. non-breaking throughout the codebase.
Avoid cases of filenames
Update years in terms and other legal(ish) documents
Don't update years in license headers, since change is not meaningful

Will add linter rule in seperate commit

Happy recompiling everyone!

Original Patch By: Nescio
Comment By: Gallaecio
Differential Revision: D2620
This was SVN commit r27786.
2023-07-27 20:54:46 +00:00

140 lines
3.8 KiB
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/* Copyright (C) 2022 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 "ICmpWaterManager.h"
#include "graphics/RenderableObject.h"
#include "graphics/Terrain.h"
#include "renderer/Renderer.h"
#include "renderer/SceneRenderer.h"
#include "renderer/WaterManager.h"
#include "simulation2/MessageTypes.h"
#include "tools/atlas/GameInterface/GameLoop.h"
class CCmpWaterManager final : public ICmpWaterManager
{
public:
static void ClassInit(CComponentManager& componentManager)
{
// No need to subscribe to WaterChanged since we're actually the one sending those.
componentManager.SubscribeToMessageType(MT_Interpolate);
componentManager.SubscribeToMessageType(MT_TerrainChanged);
}
DEFAULT_COMPONENT_ALLOCATOR(WaterManager)
// Dynamic state:
entity_pos_t m_WaterHeight;
static std::string GetSchema()
{
return "<a:component type='system'/><empty/>";
}
void Init(const CParamNode& UNUSED(paramNode)) override
{
}
void Deinit() override
{
// Clear the map size & data.
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().SetMapSize(0);
}
void Serialize(ISerializer& serialize) override
{
serialize.NumberFixed_Unbounded("height", m_WaterHeight);
}
void Deserialize(const CParamNode& paramNode, IDeserializer& deserialize) override
{
Init(paramNode);
deserialize.NumberFixed_Unbounded("height", m_WaterHeight);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().SetMapSize(GetSimContext().GetTerrain().GetVerticesPerSide());
RecomputeWaterData();
}
void HandleMessage(const CMessage& msg, bool UNUSED(global)) override
{
switch (msg.GetType())
{
case MT_Interpolate:
{
const CMessageInterpolate& msgData = static_cast<const CMessageInterpolate&> (msg);
if (CRenderer::IsInitialised())
g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterTexTimer += msgData.deltaSimTime;
break;
}
case MT_TerrainChanged:
{
// Tell the renderer to redraw part of the map.
if (CRenderer::IsInitialised())
{
const CMessageTerrainChanged& msgData = static_cast<const CMessageTerrainChanged&> (msg);
GetSimContext().GetTerrain().MakeDirty(msgData.i0,msgData.j0,msgData.i1,msgData.j1,RENDERDATA_UPDATE_VERTICES);
}
break;
}
}
}
void RecomputeWaterData() override
{
if (CRenderer::IsInitialised())
{
g_Renderer.GetSceneRenderer().GetWaterManager().RecomputeWaterData();
g_Renderer.GetSceneRenderer().GetWaterManager().m_WaterHeight = m_WaterHeight.ToFloat();
}
// Tell the terrain it'll need to recompute its cached render data
GetSimContext().GetTerrain().MakeDirty(RENDERDATA_UPDATE_VERTICES);
}
void SetWaterLevel(entity_pos_t h) override
{
if (m_WaterHeight == h)
return;
m_WaterHeight = h;
RecomputeWaterData();
CMessageWaterChanged msg;
GetSimContext().GetComponentManager().BroadcastMessage(msg);
}
entity_pos_t GetWaterLevel(entity_pos_t UNUSED(x), entity_pos_t UNUSED(z)) const override
{
return m_WaterHeight;
}
float GetExactWaterLevel(float UNUSED(x), float UNUSED(z)) const override
{
return m_WaterHeight.ToFloat();
}
};
REGISTER_COMPONENT_TYPE(WaterManager)