0ad/source/simulation2/components/ICmpObstruction.h
Ykkrosh 2b57f4f998 # Initial support for formation movement.
Support asynchronous path queries.
Allow escaping when stuck in impassable terrain tiles.
Split Update message in multiple phases, to cope with ordering
requirements.
Support automatic walk/run animation switching.

This was SVN commit r8058.
2010-09-03 09:55:14 +00:00

56 lines
1.7 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_ICMPOBSTRUCTION
#define INCLUDED_ICMPOBSTRUCTION
#include "simulation2/system/Interface.h"
#include "simulation2/components/ICmpObstructionManager.h"
/**
* Flags an entity as obstructing movement for other units,
* and handles the processing of collision queries.
*/
class ICmpObstruction : public IComponent
{
public:
virtual ICmpObstructionManager::tag_t GetObstruction() = 0;
virtual entity_pos_t GetUnitRadius() = 0;
/**
* Test whether this entity's footprint is colliding with any other's.
* @return true if there is a collision
*/
virtual bool CheckCollisions() = 0;
virtual void SetMovingFlag(bool enabled) = 0;
/**
* Change the control group that the entity belongs to.
* Control groups are used to let units ignore collisions with other units from
* the same group. Default is the entity's own ID.
*/
virtual void SetControlGroup(entity_id_t group) = 0;
DECLARE_INTERFACE_TYPE(Obstruction)
};
#endif // INCLUDED_ICMPOBSTRUCTION