// 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 #include #include #include 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: explicit Domain(LocatedEntity& entity); virtual ~Domain(); virtual void tick(double t, OpVector& res) = 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; /** * Adds a child entity to this domain. The child entity is guaranteed to be a direct child of the entity to which the domain belongs. * * @param entity A child entity. */ virtual void addEntity(LocatedEntity& entity) = 0; /** * Removes a child entity from this domain. The child entity is guaranteed to be a direct child of the entity to which the domain belongs, and to have addEntity(...) being called earlier. * * @param entity A child entity. */ virtual void removeEntity(LocatedEntity& entity) = 0; /** * Fills the supplied list with all entities in the domain that the supplied entity can currently observe. * @param observingEntity The entity that is observing. * @param entityList A list of entities. */ virtual void getVisibleEntitiesFor(const LocatedEntity& observingEntity, std::list& entityList) const = 0; /** * Fills the supplied list with all entities in the domain that are currently observing the supplied entity. * @param observedEntity The entity which is being observed. * @return A list of entities. */ virtual std::list getObservingEntitiesFor(const LocatedEntity& observedEntity) const { return std::list(); } /** * Applies transformations to a child entity in the domain. * * Note that different domains handle this differently. Some will ignore some or all of the transformations. * * @param entity The child entity. * @param orientation New orientation, applied if valid. * @param pos New position, applied if valid. * @param velocity New velocity, applied if valid. This is pseudo-normalized, * in the sense that a normalized value means "max speed". The final velocity is calculated by the domain. * @param transformedEntities A list of entities that were transformed by this action. In most cases only the moved entity, * but there are cases where other are affected too. */ virtual void applyTransform(LocatedEntity& entity, const WFMath::Quaternion& orientation, const WFMath::Point<3>& pos, const WFMath::Vector<3>& velocity, std::set& transformedEntities) { } /** * Refreshes the terrain within the supplied areas. * @param areas A collection of areas describing the terrain changed. */ virtual void refreshTerrain(const std::vector>& areas) { } /** * Updates perceptive state of a child entity. * * This is called mainly when an entity becomes perceptive. * @param entity A child entity of the entity the domain belongs to. */ virtual void toggleChildPerception(LocatedEntity& entity) { } }; #endif // RULESETS_DOMAIN_H