92 lines
2.8 KiB
C++
92 lines
2.8 KiB
C++
// Ryzom - MMORPG Framework <http://dev.ryzom.com/projects/ryzom/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#ifndef RY_RANGE_SELECTOR_H
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#define RY_RANGE_SELECTOR_H
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#include "entity_matrix.h"
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/**
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* <Class description>
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* \author Nicolas Brigand
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* \author Nevrax France
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* \date 2003
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*/
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class CRangeSelector
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{
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public:
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/// init the range selector with the specified entity
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/// actor
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/// x,y are the initial position , in EGS coords ( millimeters, y < 0, x > 0)
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/// radius is the radius in meters
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void buildDisc( CEntityBase * actor, sint32 x, sint32 y,float radius, CEntityMatrix & matrix, bool offensiveAction, bool ignoreMainTarget = false);
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/// init the range selector with the specified disc
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/// source is the cone source
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/// target is the initial point of the cone
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/// height is the height of the cone in meters
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/// minWidth is the minimum width of the cone (in meter )
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/// maxWidth is the maximum width of the cone (in meter )
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/// dist is the distance between the 2 entities ( in meter ) ( passed in param because already computed before most of the time )
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///
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/// minWidth
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/// /---------\
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/// / | \
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/// / | height \
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/// / | \
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// /-----------------\
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/// maxWidth
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void buildCone(CEntityBase* source , CEntityBase* target,float height,float minWidth, float maxWidth, CEntityMatrix & matrix, bool offensiveAction, bool ignoreMainTarget = false);
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void buildChain( CEntityBase* actor, CEntityBase* target, float range,uint maxEntities, CEntityMatrix & matrix, ACTNATURE::TActionNature nature, bool ignoreMainTarget = false);
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inline void clear()
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{
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_Entities.clear();
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}
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inline const std::vector< CEntityBase* > & getEntities()
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{
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return _Entities;
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}
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inline const std::vector< float > & getDistances()
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{
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return _Distances;
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}
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protected:
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/// entities affected by the area. Slot zero is the main entity
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std::vector< CEntityBase* > _Entities;
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/// distances from main target. We store the distance between caster and main target in slot 0
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std::vector< float > _Distances;
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};
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#endif // RY_RANGE_SELECTOR_H
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/* End of range_selector.h */
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