56 lines
2.3 KiB
C
56 lines
2.3 KiB
C
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/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. 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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* 0 A.D. 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 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#ifndef INCLUDED_ICMPPROJECTILEMANAGER
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#define INCLUDED_ICMPPROJECTILEMANAGER
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#include "simulation2/system/Interface.h"
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#include "maths/Fixed.h"
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#include "maths/FixedVector3D.h"
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/**
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* Projectile manager. This deals with the rendering and the graphical motion of projectiles.
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* (The gameplay effects of projectiles are not handled here - the simulation code does that
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* with timers, this just does the visual aspects, because it's simpler to keep the parts separated.)
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*/
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class ICmpProjectileManager : public IComponent
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{
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public:
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/**
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* Launch a projectile from entity @p source to entity @p target.
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* @param source source entity; the projectile will determined from the "projectile" prop in its actor
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* @param target target entity; the projectile will automatically track the target to ensure it always hits precisely
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* @param speed horizontal speed in m/s
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* @param gravity gravitational acceleration in m/s^2 (determines the height of the ballistic curve)
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*/
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virtual void LaunchProjectileAtEntity(entity_id_t source, entity_id_t target, CFixed_23_8 speed, CFixed_23_8 gravity) = 0;
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/**
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* Launch a projectile from entity @p source to point @p target.
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* @param source source entity; the projectile will determined from the "projectile" prop in its actor
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* @param target target point
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* @param speed horizontal speed in m/s
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* @param gravity gravitational acceleration in m/s^2 (determines the height of the ballistic curve)
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*/
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virtual void LaunchProjectileAtPoint(entity_id_t source, CFixedVector3D target, CFixed_23_8 speed, CFixed_23_8 gravity) = 0;
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DECLARE_INTERFACE_TYPE(ProjectileManager)
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};
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#endif // INCLUDED_ICMPPROJECTILEMANAGER
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