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0ad/source/simulation2/components/ICmpProjectileManager.h

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/* Copyright (C) 2010 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. 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.
*
* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_ICMPPROJECTILEMANAGER
#define INCLUDED_ICMPPROJECTILEMANAGER
#include "simulation2/system/Interface.h"
#include "maths/Fixed.h"
#include "maths/FixedVector3D.h"
/**
* Projectile manager. This deals with the rendering and the graphical motion of projectiles.
* (The gameplay effects of projectiles are not handled here - the simulation code does that
* with timers, this just does the visual aspects, because it's simpler to keep the parts separated.)
*/
class ICmpProjectileManager : public IComponent
{
public:
/**
* Launch a projectile from entity @p source to point @p target.
* @param source source entity; the projectile will determined from the "projectile" prop in its actor
* @param target target point
* @param speed horizontal speed in m/s
* @param gravity gravitational acceleration in m/s^2 (determines the height of the ballistic curve)
* @return id of the created projectile
*/
virtual uint32_t LaunchProjectileAtPoint(entity_id_t source, const CFixedVector3D& target, fixed speed, fixed gravity) = 0;
/**
* Removes a projectile, used when the projectile has hit a target
* @param id of the projectile to remove
*/
virtual void RemoveProjectile(uint32_t id) = 0;
DECLARE_INTERFACE_TYPE(ProjectileManager)
};
#endif // INCLUDED_ICMPPROJECTILEMANAGER