/* 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 . */ #ifndef INCLUDED_ICMPUNITMOTION #define INCLUDED_ICMPUNITMOTION #include "simulation2/system/Interface.h" #include "ICmpPosition.h" // for entity_pos_t /** * Motion interface for entities with complex movement capabilities. * (Simpler motion is handled by ICmpMotion instead.) * * Currently this is limited to telling the entity to walk to a point. * Eventually it should support different movement speeds, moving to areas * instead of points, moving as part of a group, moving as part of a formation, * etc. */ class ICmpUnitMotion : public IComponent { public: /** * Attempt to walk to a given point, or as close as possible. * If the unit cannot move anywhere at all, or if there is some other error, then * returns false. * Otherwise, sends a MotionChanged message and returns true; it will send another * MotionChanged message (with speed 0) once it has reached the target or otherwise * given up trying to reach it. */ virtual bool MoveToPoint(entity_pos_t x, entity_pos_t z) = 0; /** * Determine whether the target is within the given range, using the same measurement * as MoveToAttackRange. */ virtual bool IsInAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Attempt to walk into range of a given target, or as close as possible. * If the unit is already in range, or cannot move anywhere at all, or if there is * some other error, then returns false. * Otherwise, sends a MotionChanged message and returns true; it will send another * MotionChanged message (with speed 0) once it has reached the target range (such that * IsInAttackRange should return true) or otherwise given up trying to reach it. */ virtual bool MoveToAttackRange(entity_id_t target, entity_pos_t minRange, entity_pos_t maxRange) = 0; /** * Get the default speed that this unit will have when walking, in metres per second. */ virtual fixed GetSpeed() = 0; /** * Toggle the rendering of debug info. */ virtual void SetDebugOverlay(bool enabled) = 0; DECLARE_INTERFACE_TYPE(UnitMotion) }; #endif // INCLUDED_ICMPUNITMOTION