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https://github.com/worldforge/cyphesis
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When an entity which is "planted" is adjusted, we also look for if there's any offset specified for the height adjustment.
108 lines
3.6 KiB
C++
108 lines
3.6 KiB
C++
// Cyphesis Online RPG Server and AI Engine
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// Copyright (C) 2009 Alistair Riddoch
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//
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// This program is free software; you can redistribute it and/or modify
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// it under the terms of the GNU General Public License as published by
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// the Free Software Foundation; either version 2 of the License, or
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// (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU General Public License for more details.
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//
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// You should have received a copy of the GNU General Public License
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// along with this program; if not, write to the Free Software Foundation,
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// Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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#ifndef RULESETS_DOMAIN_H
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#define RULESETS_DOMAIN_H
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#include "physics/Vector3D.h"
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#include "common/OperationRouter.h"
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#include <wfmath/vector.h>
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#include <string>
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class LocatedEntity;
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class Location;
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/// \brief Base class for movement domains
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///
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/// The movement domain implements movement in the game world, including
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/// visibility calculations, collision detection and physics.
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/// Motion objects interact with the movement domain.
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class Domain {
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protected:
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/**
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* @brief The entity to which this domain belongs.
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*/
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LocatedEntity& m_entity;
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public:
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/**
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* @brief Collision data used when checking for collision.
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*/
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struct CollisionData {
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///True if there's a collision.
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bool isCollision;
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/// Entity with which collision will occur
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LocatedEntity * collEntity;
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/// Normal to the collision surface
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Vector3D collNormal;
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};
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Domain(LocatedEntity& entity);
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virtual ~Domain();
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virtual float constrainHeight(LocatedEntity& entity, LocatedEntity *, const Point3D &,
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const std::string &) = 0;
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virtual void tick(double t) = 0;
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/**
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* @brief Checks if the observing Entity can see the observed entity.
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*
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* This is done by using both a distance check as well as an outfit and wielded check.
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*
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* @param observingEntity The observer entity.
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* @param observedEntity The entity being looked at.
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* @return True if the observer entity can see the observed entity.
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*/
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virtual bool isEntityVisibleFor(const LocatedEntity& observingEntity, const LocatedEntity& observedEntity) const = 0;
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/**
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* @brief Process visibility operation for an entity that has been moved.
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*
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* This mainly involves calculating visibility changes, generating Appear and Disappear ops.
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*
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* @param moved_entity The entity that was moved.
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* @param old_loc The old location of the entity.
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* @param res
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*/
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virtual void processVisibilityForMovedEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) = 0;
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/**
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* @brief Process an entity being moved out of the domain, and thus disappearing.
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* @param moved_entity
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* @param old_loc
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* @param res
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*/
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virtual void processDisappearanceOfEntity(const LocatedEntity& moved_entity, const Location& old_loc, OpVector & res) = 0;
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/**
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* Checks any upcoming collisions for the supplied entity.
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* @param entity The entity which is moving.
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* @param collisionData Collision data, to be populated.
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* @return Seconds until either a collision will occur, or we should check for collisions again.
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*/
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virtual float checkCollision(LocatedEntity& entity, CollisionData& collisionData) = 0;
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};
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#endif // RULESETS_DOMAIN_H
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