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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpProjectileManager.h
Yves 1a66f510d0 Use const T& for parameters of some types in script-exposed native functions
Using references matches the C++ coding style better and should improve
performance a bit in theory. It avoids 2 copies of T in case of the
functions registered with RegisterFunction (mainy used in the GUI). It
should also avoid one or two copies in case of
DEFINE_INTERFACE_METHOD_X, which is used in the simulation, but I
haven't bothered to count it there exactly.
It is now predefined which types have to be passed by const reference
and which are passed by value. Note that references can't be used as
out-parameters (to return multiple values to JS). This hasn't worked
before either and probably never will.

This was SVN commit r17696.
2016-01-23 15:17:56 +00:00

55 lines
2.0 KiB
C++

/* 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