cyphesis/rulesets/VoidDomain.cpp
Erik Ogenvik d075dbf23b Take plantable adjustment into account.
When an entity which is "planted" is adjusted, we also look
for if there's any offset specified for the height adjustment.
2016-01-16 12:12:34 +01:00

73 lines
1.9 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;
}
void VoidDomain::tick(double t)
{
}
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;
}