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forked from 0ad/0ad
0ad/source/simulation2/components/ICmpUnitMotion.h
Ykkrosh d609a9f81c # Basic animation support in new simulation system.
Movement speed.
Improved accuracy of walking.

This was SVN commit r7313.
2010-02-07 20:06:16 +00:00

45 lines
1.5 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_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:
virtual void MoveToPoint(entity_pos_t x, entity_pos_t z, entity_pos_t minRadius, entity_pos_t maxRadius) = 0;
virtual CFixed_23_8 GetSpeed() = 0;
DECLARE_INTERFACE_TYPE(UnitMotion)
};
#endif // INCLUDED_ICMPUNITMOTION