cyphesis/rulesets/Domain.h

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// Cyphesis Online RPG Server and AI Engine
// Copyright (C) 2009 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
#ifndef RULESETS_DOMAIN_H
#define RULESETS_DOMAIN_H
#include "physics/Vector3D.h"
#include "common/OperationRouter.h"
#include <wfmath/vector.h>
#include <string>
class LocatedEntity;
class Location;
/// \brief Base class for movement domains
///
/// The movement domain implements movement in the game world, including
/// visibility calculations, collision detection and physics.
/// Motion objects interact with the movement domain.
class Domain {
protected:
/**
* @brief The entity to which this domain belongs.
*/
LocatedEntity& m_entity;
public:
/**
* @brief Collision data used when checking for collision.
*/
struct CollisionData {
///True if there's a collision.
bool isCollision;
/// Entity with which collision will occur
LocatedEntity * collEntity;
/// Normal to the collision surface
Vector3D collNormal;
};
Domain(LocatedEntity& entity);
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virtual ~Domain();
virtual float constrainHeight(LocatedEntity& entity, LocatedEntity *, const Point3D &,
const std::string &) = 0;
virtual void tick(double t) = 0;
/**
* @brief Checks if the observing Entity can see the observed entity.
*
* This is done by using both a distance check as well as an outfit and wielded check.
*
* @param observingEntity The observer entity.
* @param observedEntity The entity being looked at.
* @return True if the observer entity can see the observed entity.
*/
virtual bool isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const = 0;
/**
* @brief Process visibility operation for an entity that has been moved.
*
* This mainly involves calculating visibility changes, generating Appear and Disappear ops.
*
* @param moved_entity The entity that was moved.
* @param old_loc The old location of the entity.
* @param res
*/
virtual void processVisibilityForMovedEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) = 0;
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/**
* @brief Process an entity being moved out of the domain, and thus disappearing.
* @param moved_entity
* @param old_loc
* @param res
*/
virtual void processDisappearanceOfEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) = 0;
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/**
* Checks any upcoming collisions for the supplied entity.
* @param entity The entity which is moving.
* @param collisionData Collision data, to be populated.
* @return Seconds until either a collision will occur, or we should check for collisions again.
*/
virtual float checkCollision(LocatedEntity& entity, CollisionData& collisionData) = 0;
};
#endif // RULESETS_DOMAIN_H