// Cyphesis Online RPG Server and AI Engine // Copyright (C) 2005 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_MOTION_H #define RULESETS_MOTION_H #include "physics/Vector3D.h" #include "Domain.h" #include #include #include class LocatedEntity; /// \brief Base class for handling Entity movement /// /// This class handles any kind of entity movement, handling the necessary /// physics, collision detection etc. For example, when modelling character /// movement, in addition to conventional gravity and collision detection /// it is also necessary to model the fact that the character tracks the /// surface of the terrain. This means that clients must adjust their /// predicted position of characters to track the terrain, and must be /// given the right cues to indicate that this is the right thing to do. /// Similarly a boyant object needs to track the surface of the water, /// including any procedural waves on the water. /// /// Each motion is tied to a specific domain. If ever an entity moves between /// domains this has to be handled by some new mechanism which currently /// doesn't exist class Motion { private: Motion(const Motion &) = delete; Motion & operator=(const Motion &) = delete; protected: /** * \brief The entity which is moving. */ LocatedEntity & m_entity; std::string m_mode; /// Refno of next expected update op long m_serialno; /// Collision predicted flag bool m_collision; /// Entity with which collision will occur LocatedEntity * m_collEntity; /// Normal to the collision surface Vector3D m_collNormal; public: explicit Motion(LocatedEntity & body); virtual ~Motion(); float m_collisionTime; const std::string & mode() const { return m_mode; } long & serialno() { return m_serialno; } const bool collision() const { return m_collision; } void clearCollision() { m_collision = false; } /// \brief Set the mode the motion is currently in /// /// Configures motion handler to deal with a certain kind of movement. /// Typical examples are things like "walk", "run", "stand", "project", /// "float". virtual void setMode(const std::string & mode); /// \brief Constrain current location data. /// /// Correct the current position and velocity to take account /// of current constraints. For example, if a character is walking, their /// their height will be adjusted to match that of the surface they are /// walking. This is not the same as falling from their true height onto /// a surface - that is a different movement type. This adjustment /// is a normal part of the process of tracking movement. virtual void adjustPosition(); /// \brief Generate an update operation. /// /// Generate an Update operation scheduled to occur at an appropriate /// time for this movement. This is typically when an entity gets /// a move operation so it know when to schedule the next movement update. virtual Atlas::Objects::Operation::RootOperation * genUpdateOperation(); /// \brief Generate a Move operation. /// /// Generate a Move operation scheduled to occur immediately. This is /// generally called when an entity gets a Tick operation so it updates /// its location data, and broadcasts that info virtual Atlas::Objects::Operation::RootOperation * genMoveOperation(); // Collision bullshit? float checkCollisions(Domain& domain); // More Collision bullshit bool resolveCollision(); friend class Motiontest; }; #endif // RULESETS_MOTION_H