cyphesis/rulesets/VoidDomain.cpp
2016-03-11 15:36:47 +01:00

81 lines
2.1 KiB
C++

/*
Copyright (C) 2014 Erik Ogenvik
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., 675 Mass Ave, Cambridge, MA 02139, USA.
*/
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include "VoidDomain.h"
#include "common/const.h"
VoidDomain::VoidDomain(LocatedEntity& entity)
: Domain(entity)
{
}
VoidDomain::~VoidDomain()
{
}
float VoidDomain::constrainHeight(LocatedEntity &, LocatedEntity *,
const Point3D &,
const std::string &)
{
//Nothing can move
return 0.0f;
}
double VoidDomain::tick(double t)
{
return .0;
}
void VoidDomain::lookAtEntity(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity, const Operation & originalLookOp, OpVector& res) const
{
//Nothing can be seen
}
bool VoidDomain::isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const
{
//Nothing can be seen
return false;
}
void VoidDomain::processVisibilityForMovedEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) {
//Nothing can be seen
}
void VoidDomain::processDisappearanceOfEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) {
//Nothing can be seen
}
float VoidDomain::checkCollision(LocatedEntity& entity, CollisionData& collisionData)
{
//Nothing can move
return consts::move_tick;
}
void VoidDomain::addEntity(LocatedEntity& entity) {
}
void VoidDomain::removeEntity(LocatedEntity& entity) {
}